/*!
   基于matter-js 修改， API保留了matter-js的api:   http://brm.io/matter-js
 */
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    /******/ [
      /* 0 */
      /***/ function (module, exports) {
        /**
         * The `Matter.Common` module contains utility functions that are common to all modules.
         *
         * @class Common
         */

        var Common = {};

        module.exports = Common;

        (function () {
          Common._nextId = 0;
          Common._seed = 0;
          Common._nowStartTime = +new Date();

          /**
           * Extends the object in the first argument using the object in the second argument.
           * @method extend
           * @param {} obj
           * @param {boolean} deep
           * @return {} obj extended
           */
          Common.extend = function (obj, deep) {
            var argsStart, args, deepClone;

            if (typeof deep === 'boolean') {
              argsStart = 2;
              deepClone = deep;
            } else {
              argsStart = 1;
              deepClone = true;
            }

            for (var i = argsStart; i < arguments.length; i++) {
              var source = arguments[i];

              if (source) {
                for (var prop in source) {
                  if (deepClone && source[prop] && source[prop].constructor === Object) {
                    if (!obj[prop] || obj[prop].constructor === Object) {
                      obj[prop] = obj[prop] || {};
                      Common.extend(obj[prop], deepClone, source[prop]);
                    } else {
                      obj[prop] = source[prop];
                    }
                  } else {
                    obj[prop] = source[prop];
                  }
                }
              }
            }

            return obj;
          };

          /**
           * Creates a new clone of the object, if deep is true references will also be cloned.
           * @method clone
           * @param {} obj
           * @param {bool} deep
           * @return {} obj cloned
           */
          Common.clone = function (obj, deep) {
            return Common.extend({}, deep, obj);
          };

          /**
           * Returns the list of keys for the given object.
           * @method keys
           * @param {} obj
           * @return {string[]} keys
           */
          Common.keys = function (obj) {
            if (Object.keys) return Object.keys(obj);

            // avoid hasOwnProperty for performance
            var keys = [];
            for (var key in obj) keys.push(key);
            return keys;
          };

          /**
           * Returns the list of values for the given object.
           * @method values
           * @param {} obj
           * @return {array} Array of the objects property values
           */
          Common.values = function (obj) {
            var values = [];

            if (Object.keys) {
              var keys = Object.keys(obj);
              for (var i = 0; i < keys.length; i++) {
                values.push(obj[keys[i]]);
              }
              return values;
            }

            // avoid hasOwnProperty for performance
            for (var key in obj) values.push(obj[key]);
            return values;
          };

          /**
           * Gets a value from `base` relative to the `path` string.
           * @method get
           * @param {} obj The base object
           * @param {string} path The path relative to `base`, e.g. 'Foo.Bar.baz'
           * @param {number} [begin] Path slice begin
           * @param {number} [end] Path slice end
           * @return {} The object at the given path
           */
          Common.get = function (obj, path, begin, end) {
            path = path.split('.').slice(begin, end);

            for (var i = 0; i < path.length; i += 1) {
              obj = obj[path[i]];
            }

            return obj;
          };

          /**
           * Sets a value on `base` relative to the given `path` string.
           * @method set
           * @param {} obj The base object
           * @param {string} path The path relative to `base`, e.g. 'Foo.Bar.baz'
           * @param {} val The value to set
           * @param {number} [begin] Path slice begin
           * @param {number} [end] Path slice end
           * @return {} Pass through `val` for chaining
           */
          Common.set = function (obj, path, val, begin, end) {
            var parts = path.split('.').slice(begin, end);
            Common.get(obj, path, 0, -1)[parts[parts.length - 1]] = val;
            return val;
          };

          /**
           * Shuffles the given array in-place.
           * The function uses a seeded random generator.
           * @method shuffle
           * @param {array} array
           * @return {array} array shuffled randomly
           */
          Common.shuffle = function (array) {
            for (var i = array.length - 1; i > 0; i--) {
              var j = Math.floor(Common.random() * (i + 1));
              var temp = array[i];
              array[i] = array[j];
              array[j] = temp;
            }
            return array;
          };

          /**
           * Randomly chooses a value from a list with equal probability.
           * The function uses a seeded random generator.
           * @method choose
           * @param {array} choices
           * @return {object} A random choice object from the array
           */
          Common.choose = function (choices) {
            return choices[Math.floor(Common.random() * choices.length)];
          };

          /**
           * Returns true if the object is a HTMLElement, otherwise false.
           * @method isElement
           * @param {object} obj
           * @return {boolean} True if the object is a HTMLElement, otherwise false
           */
          Common.isElement = function (obj) {
            if (typeof HTMLElement !== 'undefined') {
              return obj instanceof HTMLElement;
            }

            return !!(obj && obj.nodeType && obj.nodeName);
          };

          /**
           * Returns true if the object is an array.
           * @method isArray
           * @param {object} obj
           * @return {boolean} True if the object is an array, otherwise false
           */
          Common.isArray = function (obj) {
            return Object.prototype.toString.call(obj) === '[object Array]';
          };

          /**
           * Returns true if the object is a function.
           * @method isFunction
           * @param {object} obj
           * @return {boolean} True if the object is a function, otherwise false
           */
          Common.isFunction = function (obj) {
            return typeof obj === 'function';
          };

          /**
           * Returns true if the object is a plain object.
           * @method isPlainObject
           * @param {object} obj
           * @return {boolean} True if the object is a plain object, otherwise false
           */
          Common.isPlainObject = function (obj) {
            return typeof obj === 'object' && obj.constructor === Object;
          };

          /**
           * Returns true if the object is a string.
           * @method isString
           * @param {object} obj
           * @return {boolean} True if the object is a string, otherwise false
           */
          Common.isString = function (obj) {
            return toString.call(obj) === '[object String]';
          };

          /**
           * Returns the given value clamped between a minimum and maximum value.
           * @method clamp
           * @param {number} value
           * @param {number} min
           * @param {number} max
           * @return {number} The value clamped between min and max inclusive
           */
          Common.clamp = function (value, min, max) {
            if (value < min) return min;
            if (value > max) return max;
            return value;
          };

          /**
           * Returns the sign of the given value.
           * @method sign
           * @param {number} value
           * @return {number} -1 if negative, +1 if 0 or positive
           */
          Common.sign = function (value) {
            return value < 0 ? -1 : 1;
          };

          /**
           * Returns the current timestamp since the time origin (e.g. from page load).
           * The result will be high-resolution including decimal places if available.
           * @method now
           * @return {number} the current timestamp
           */
          Common.now = function () {
            if (typeof window !== 'undefined' && window.performance) {
              if (window.performance.now) {
                return window.performance.now();
              } else if (window.performance.webkitNow) {
                return window.performance.webkitNow();
              }
            }

            return new Date() - Common._nowStartTime;
          };

          /**
           * Returns a random value between a minimum and a maximum value inclusive.
           * The function uses a seeded random generator.
           * @method random
           * @param {number} min
           * @param {number} max
           * @return {number} A random number between min and max inclusive
           */
          Common.random = function (min, max) {
            min = typeof min !== 'undefined' ? min : 0;
            max = typeof max !== 'undefined' ? max : 1;
            return min + _seededRandom() * (max - min);
          };

          var _seededRandom = function () {
            // https://en.wikipedia.org/wiki/Linear_congruential_generator
            Common._seed = (Common._seed * 9301 + 49297) % 233280;
            return Common._seed / 233280;
          };

          /**
           * Converts a CSS hex colour string into an integer.
           * @method colorToNumber
           * @param {string} colorString
           * @return {number} An integer representing the CSS hex string
           */
          Common.colorToNumber = function (colorString) {
            colorString = colorString.replace('#', '');

            if (colorString.length == 3) {
              colorString =
                colorString.charAt(0) +
                colorString.charAt(0) +
                colorString.charAt(1) +
                colorString.charAt(1) +
                colorString.charAt(2) +
                colorString.charAt(2);
            }

            return parseInt(colorString, 16);
          };

          /**
           * The console logging level to use, where each level includes all levels above and excludes the levels below.
           * The default level is 'debug' which shows all console messages.
           *
           * Possible level values are:
           * - 0 = None
           * - 1 = Debug
           * - 2 = Info
           * - 3 = Warn
           * - 4 = Error
           * @property Common.logLevel
           * @type {Number}
           * @default 1
           */
          Common.logLevel = 1;

          /**
           * Shows a `console.log` message only if the current `Common.logLevel` allows it.
           * The message will be prefixed with 'matter-js' to make it easily identifiable.
           * @method log
           * @param ...objs {} The objects to log.
           */
          Common.log = function () {
            if (console && Common.logLevel > 0 && Common.logLevel <= 3) {
              console.log.apply(console, ['matter-js:'].concat(Array.prototype.slice.call(arguments)));
            }
          };

          /**
           * Shows a `console.info` message only if the current `Common.logLevel` allows it.
           * The message will be prefixed with 'matter-js' to make it easily identifiable.
           * @method info
           * @param ...objs {} The objects to log.
           */
          Common.info = function () {
            if (console && Common.logLevel > 0 && Common.logLevel <= 2) {
              console.info.apply(console, ['matter-js:'].concat(Array.prototype.slice.call(arguments)));
            }
          };

          /**
           * Shows a `console.warn` message only if the current `Common.logLevel` allows it.
           * The message will be prefixed with 'matter-js' to make it easily identifiable.
           * @method warn
           * @param ...objs {} The objects to log.
           */
          Common.warn = function () {
            if (console && Common.logLevel > 0 && Common.logLevel <= 3) {
              console.warn.apply(console, ['matter-js:'].concat(Array.prototype.slice.call(arguments)));
            }
          };

          /**
           * Returns the next unique sequential ID.
           * @method nextId
           * @return {Number} Unique sequential ID
           */
          Common.nextId = function () {
            return Common._nextId++;
          };

          /**
           * A cross browser compatible indexOf implementation.
           * @method indexOf
           * @param {array} haystack
           * @param {object} needle
           * @return {number} The position of needle in haystack, otherwise -1.
           */
          Common.indexOf = function (haystack, needle) {
            if (haystack.indexOf) return haystack.indexOf(needle);

            for (var i = 0; i < haystack.length; i++) {
              if (haystack[i] === needle) return i;
            }

            return -1;
          };

          /**
           * A cross browser compatible array map implementation.
           * @method map
           * @param {array} list
           * @param {function} func
           * @return {array} Values from list transformed by func.
           */
          Common.map = function (list, func) {
            if (list.map) {
              return list.map(func);
            }

            var mapped = [];

            for (var i = 0; i < list.length; i += 1) {
              mapped.push(func(list[i]));
            }

            return mapped;
          };

          /**
           * Takes a directed graph and returns the partially ordered set of vertices in topological order.
           * Circular dependencies are allowed.
           * @method topologicalSort
           * @param {object} graph
           * @return {array} Partially ordered set of vertices in topological order.
           */
          Common.topologicalSort = function (graph) {
            // https://github.com/mgechev/javascript-algorithms
            // Copyright (c) Minko Gechev (MIT license)
            // Modifications: tidy formatting and naming
            var result = [],
              visited = [],
              temp = [];

            for (var node in graph) {
              if (!visited[node] && !temp[node]) {
                Common._topologicalSort(node, visited, temp, graph, result);
              }
            }

            return result;
          };

          Common._topologicalSort = function (node, visited, temp, graph, result) {
            var neighbors = graph[node] || [];
            temp[node] = true;

            for (var i = 0; i < neighbors.length; i += 1) {
              var neighbor = neighbors[i];

              if (temp[neighbor]) {
                // skip circular dependencies
                continue;
              }

              if (!visited[neighbor]) {
                Common._topologicalSort(neighbor, visited, temp, graph, result);
              }
            }

            temp[node] = false;
            visited[node] = true;

            result.push(node);
          };

          /**
           * Takes _n_ functions as arguments and returns a new function that calls them in order.
           * The arguments applied when calling the new function will also be applied to every function passed.
           * The value of `this` refers to the last value returned in the chain that was not `undefined`.
           * Therefore if a passed function does not return a value, the previously returned value is maintained.
           * After all passed functions have been called the new function returns the last returned value (if any).
           * If any of the passed functions are a chain, then the chain will be flattened.
           * @method chain
           * @param ...funcs {function} The functions to chain.
           * @return {function} A new function that calls the passed functions in order.
           */
          Common.chain = function () {
            var funcs = [];

            for (var i = 0; i < arguments.length; i += 1) {
              var func = arguments[i];

              if (func._chained) {
                // flatten already chained functions
                funcs.push.apply(funcs, func._chained);
              } else {
                funcs.push(func);
              }
            }

            var chain = function () {
              // https://github.com/GoogleChrome/devtools-docs/issues/53#issuecomment-51941358
              var lastResult,
                args = new Array(arguments.length);

              for (var i = 0, l = arguments.length; i < l; i++) {
                args[i] = arguments[i];
              }

              for (i = 0; i < funcs.length; i += 1) {
                var result = funcs[i].apply(lastResult, args);

                if (typeof result !== 'undefined') {
                  lastResult = result;
                }
              }

              return lastResult;
            };

            chain._chained = funcs;

            return chain;
          };

          /**
           * Chains a function to excute before the original function on the given `path` relative to `base`.
           * See also docs for `Common.chain`.
           * @method chainPathBefore
           * @param {} base The base object
           * @param {string} path The path relative to `base`
           * @param {function} func The function to chain before the original
           * @return {function} The chained function that replaced the original
           */
          Common.chainPathBefore = function (base, path, func) {
            return Common.set(base, path, Common.chain(func, Common.get(base, path)));
          };

          /**
           * Chains a function to excute after the original function on the given `path` relative to `base`.
           * See also docs for `Common.chain`.
           * @method chainPathAfter
           * @param {} base The base object
           * @param {string} path The path relative to `base`
           * @param {function} func The function to chain after the original
           * @return {function} The chained function that replaced the original
           */
          Common.chainPathAfter = function (base, path, func) {
            return Common.set(base, path, Common.chain(Common.get(base, path), func));
          };
        })();

        /***/
      },
      /* 1 */
      /***/ function (module, exports) {
        /**
         * The `Matter.Bounds` module contains methods for creating and manipulating axis-aligned bounding boxes (AABB).
         *
         * @class Bounds
         */

        var Bounds = {};

        module.exports = Bounds;

        (function () {
          /**
           * Creates a new axis-aligned bounding box (AABB) for the given vertices.
           * @method create
           * @param {vertices} vertices
           * @return {bounds} A new bounds object
           */
          Bounds.create = function (vertices) {
            var bounds = {
              min: { x: 0, y: 0 },
              max: { x: 0, y: 0 },
            };

            if (vertices) Bounds.update(bounds, vertices);

            return bounds;
          };

          /**
           * Updates bounds using the given vertices and extends the bounds given a velocity.
           * @method update
           * @param {bounds} bounds
           * @param {vertices} vertices
           * @param {vector} velocity
           */
          Bounds.update = function (bounds, vertices, velocity) {
            bounds.min.x = Infinity;
            bounds.max.x = -Infinity;
            bounds.min.y = Infinity;
            bounds.max.y = -Infinity;

            for (var i = 0; i < vertices.length; i++) {
              var vertex = vertices[i];
              if (vertex.x > bounds.max.x) bounds.max.x = vertex.x;
              if (vertex.x < bounds.min.x) bounds.min.x = vertex.x;
              if (vertex.y > bounds.max.y) bounds.max.y = vertex.y;
              if (vertex.y < bounds.min.y) bounds.min.y = vertex.y;
            }

            if (velocity) {
              if (velocity.x > 0) {
                bounds.max.x += velocity.x;
              } else {
                bounds.min.x += velocity.x;
              }

              if (velocity.y > 0) {
                bounds.max.y += velocity.y;
              } else {
                bounds.min.y += velocity.y;
              }
            }
          };

          /**
           * Returns true if the bounds contains the given point.
           * @method contains
           * @param {bounds} bounds
           * @param {vector} point
           * @return {boolean} True if the bounds contain the point, otherwise false
           */
          Bounds.contains = function (bounds, point) {
            return (
              point.x >= bounds.min.x && point.x <= bounds.max.x && point.y >= bounds.min.y && point.y <= bounds.max.y
            );
          };

          /**
           * Returns true if the two bounds intersect.
           * @method overlaps
           * @param {bounds} boundsA
           * @param {bounds} boundsB
           * @return {boolean} True if the bounds overlap, otherwise false
           */
          Bounds.overlaps = function (boundsA, boundsB) {
            return (
              boundsA.min.x <= boundsB.max.x &&
              boundsA.max.x >= boundsB.min.x &&
              boundsA.max.y >= boundsB.min.y &&
              boundsA.min.y <= boundsB.max.y
            );
          };

          /**
           * Translates the bounds by the given vector.
           * @method translate
           * @param {bounds} bounds
           * @param {vector} vector
           */
          Bounds.translate = function (bounds, vector) {
            bounds.min.x += vector.x;
            bounds.max.x += vector.x;
            bounds.min.y += vector.y;
            bounds.max.y += vector.y;
          };

          /**
           * Shifts the bounds to the given position.
           * @method shift
           * @param {bounds} bounds
           * @param {vector} position
           */
          Bounds.shift = function (bounds, position) {
            var deltaX = bounds.max.x - bounds.min.x,
              deltaY = bounds.max.y - bounds.min.y;

            bounds.min.x = position.x;
            bounds.max.x = position.x + deltaX;
            bounds.min.y = position.y;
            bounds.max.y = position.y + deltaY;
          };
        })();

        /***/
      },
      /* 2 */
      /***/ function (module, exports) {
        /**
         * The `Matter.Vector` module contains methods for creating and manipulating vectors.
         * Vectors are the basis of all the geometry related operations in the engine.
         * A `Matter.Vector` object is of the form `{ x: 0, y: 0 }`.
         *
         * See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples).
         *
         * @class Vector
         */

        // TODO: consider params for reusing vector objects

        var Vector = {};

        module.exports = Vector;

        (function () {
          /**
           * Creates a new vector.
           * @method create
           * @param {number} x
           * @param {number} y
           * @return {vector} A new vector
           */
          Vector.create = function (x, y) {
            return { x: x || 0, y: y || 0 };
          };

          /**
           * Returns a new vector with `x` and `y` copied from the given `vector`.
           * @method clone
           * @param {vector} vector
           * @return {vector} A new cloned vector
           */
          Vector.clone = function (vector) {
            return { x: vector.x, y: vector.y };
          };

          /**
           * Returns the magnitude (length) of a vector.
           * @method magnitude
           * @param {vector} vector
           * @return {number} The magnitude of the vector
           */
          Vector.magnitude = function (vector) {
            return Math.sqrt(vector.x * vector.x + vector.y * vector.y);
          };

          /**
           * Returns the magnitude (length) of a vector (therefore saving a `sqrt` operation).
           * @method magnitudeSquared
           * @param {vector} vector
           * @return {number} The squared magnitude of the vector
           */
          Vector.magnitudeSquared = function (vector) {
            return vector.x * vector.x + vector.y * vector.y;
          };

          /**
           * Rotates the vector about (0, 0) by specified angle.
           * @method rotate
           * @param {vector} vector
           * @param {number} angle
           * @param {vector} [output]
           * @return {vector} The vector rotated about (0, 0)
           */
          Vector.rotate = function (vector, angle, output) {
            var cos = Math.cos(angle),
              sin = Math.sin(angle);
            if (!output) output = {};
            var x = vector.x * cos - vector.y * sin;
            output.y = vector.x * sin + vector.y * cos;
            output.x = x;
            return output;
          };

          /**
           * Rotates the vector about a specified point by specified angle.
           * @method rotateAbout
           * @param {vector} vector
           * @param {number} angle
           * @param {vector} point
           * @param {vector} [output]
           * @return {vector} A new vector rotated about the point
           */
          Vector.rotateAbout = function (vector, angle, point, output) {
            var cos = Math.cos(angle),
              sin = Math.sin(angle);
            if (!output) output = {};
            var x = point.x + ((vector.x - point.x) * cos - (vector.y - point.y) * sin);
            output.y = point.y + ((vector.x - point.x) * sin + (vector.y - point.y) * cos);
            output.x = x;
            return output;
          };

          /**
           * Normalises a vector (such that its magnitude is `1`).
           * @method normalise
           * @param {vector} vector
           * @return {vector} A new vector normalised
           */
          Vector.normalise = function (vector) {
            var magnitude = Vector.magnitude(vector);
            if (magnitude === 0) return { x: 0, y: 0 };
            return { x: vector.x / magnitude, y: vector.y / magnitude };
          };

          /**
           * Returns the dot-product of two vectors.
           * @method dot
           * @param {vector} vectorA
           * @param {vector} vectorB
           * @return {number} The dot product of the two vectors
           */
          Vector.dot = function (vectorA, vectorB) {
            return vectorA.x * vectorB.x + vectorA.y * vectorB.y;
          };

          /**
           * Returns the cross-product of two vectors.
           * @method cross
           * @param {vector} vectorA
           * @param {vector} vectorB
           * @return {number} The cross product of the two vectors
           */
          Vector.cross = function (vectorA, vectorB) {
            return vectorA.x * vectorB.y - vectorA.y * vectorB.x;
          };

          /**
           * Returns the cross-product of three vectors.
           * @method cross3
           * @param {vector} vectorA
           * @param {vector} vectorB
           * @param {vector} vectorC
           * @return {number} The cross product of the three vectors
           */
          Vector.cross3 = function (vectorA, vectorB, vectorC) {
            return (
              (vectorB.x - vectorA.x) * (vectorC.y - vectorA.y) - (vectorB.y - vectorA.y) * (vectorC.x - vectorA.x)
            );
          };

          /**
           * Adds the two vectors.
           * @method add
           * @param {vector} vectorA
           * @param {vector} vectorB
           * @param {vector} [output]
           * @return {vector} A new vector of vectorA and vectorB added
           */
          Vector.add = function (vectorA, vectorB, output) {
            if (!output) output = {};
            output.x = vectorA.x + vectorB.x;
            output.y = vectorA.y + vectorB.y;
            return output;
          };

          /**
           * Subtracts the two vectors.
           * @method sub
           * @param {vector} vectorA
           * @param {vector} vectorB
           * @param {vector} [output]
           * @return {vector} A new vector of vectorA and vectorB subtracted
           */
          Vector.sub = function (vectorA, vectorB, output) {
            if (!output) output = {};
            output.x = vectorA.x - vectorB.x;
            output.y = vectorA.y - vectorB.y;
            return output;
          };

          /**
           * Multiplies a vector and a scalar.
           * @method mult
           * @param {vector} vector
           * @param {number} scalar
           * @return {vector} A new vector multiplied by scalar
           */
          Vector.mult = function (vector, scalar) {
            return { x: vector.x * scalar, y: vector.y * scalar };
          };

          /**
           * Divides a vector and a scalar.
           * @method div
           * @param {vector} vector
           * @param {number} scalar
           * @return {vector} A new vector divided by scalar
           */
          Vector.div = function (vector, scalar) {
            return { x: vector.x / scalar, y: vector.y / scalar };
          };

          /**
           * Returns the perpendicular vector. Set `negate` to true for the perpendicular in the opposite direction.
           * @method perp
           * @param {vector} vector
           * @param {bool} [negate=false]
           * @return {vector} The perpendicular vector
           */
          Vector.perp = function (vector, negate) {
            negate = negate === true ? -1 : 1;
            return { x: negate * -vector.y, y: negate * vector.x };
          };

          /**
           * Negates both components of a vector such that it points in the opposite direction.
           * @method neg
           * @param {vector} vector
           * @return {vector} The negated vector
           */
          Vector.neg = function (vector) {
            return { x: -vector.x, y: -vector.y };
          };

          /**
           * Returns the angle between the vector `vectorB - vectorA` and the x-axis in radians.
           * @method angle
           * @param {vector} vectorA
           * @param {vector} vectorB
           * @return {number} The angle in radians
           */
          Vector.angle = function (vectorA, vectorB) {
            return Math.atan2(vectorB.y - vectorA.y, vectorB.x - vectorA.x);
          };

          /**
           * Temporary vector pool (not thread-safe).
           * @property _temp
           * @type {vector[]}
           * @private
           */
          Vector._temp = [
            Vector.create(),
            Vector.create(),
            Vector.create(),
            Vector.create(),
            Vector.create(),
            Vector.create(),
          ];
        })();

        /***/
      },
      /* 3 */
      /***/ function (module, exports, __webpack_require__) {
        /**
         * The `Matter.Vertices` module contains methods for creating and manipulating sets of vertices.
         * A set of vertices is an array of `Matter.Vector` with additional indexing properties inserted by `Vertices.create`.
         * A `Matter.Body` maintains a set of vertices to represent the shape of the object (its convex hull).
         *
         * See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples).
         *
         * @class Vertices
         */

        var Vertices = {};

        module.exports = Vertices;

        var Vector = __webpack_require__(2);
        var Common = __webpack_require__(0);

        (function () {
          /**
           * Creates a new set of `Matter.Body` compatible vertices.
           * The `points` argument accepts an array of `Matter.Vector` points orientated around the origin `(0, 0)`, for example:
           *
           *     [{ x: 0, y: 0 }, { x: 25, y: 50 }, { x: 50, y: 0 }]
           *
           * The `Vertices.create` method returns a new array of vertices, which are similar to Matter.Vector objects,
           * but with some additional references required for efficient collision detection routines.
           *
           * Vertices must be specified in clockwise order.
           *
           * Note that the `body` argument is not optional, a `Matter.Body` reference must be provided.
           *
           * @method create
           * @param {vector[]} points
           * @param {body} body
           */
          Vertices.create = function (points, body) {
            var vertices = [];

            for (var i = 0; i < points.length; i++) {
              var point = points[i],
                vertex = {
                  x: point.x,
                  y: point.y,
                  index: i,
                  body: body,
                  isInternal: false,
                };

              vertices.push(vertex);
            }

            return vertices;
          };

          /**
           * Parses a string containing ordered x y pairs separated by spaces (and optionally commas),
           * into a `Matter.Vertices` object for the given `Matter.Body`.
           * For parsing SVG paths, see `Svg.pathToVertices`.
           * @method fromPath
           * @param {string} path
           * @param {body} body
           * @return {vertices} vertices
           */
          Vertices.fromPath = function (path, body) {
            var pathPattern = /L?\s*([-\d.e]+)[\s,]*([-\d.e]+)*/gi,
              points = [];

            path.replace(pathPattern, function (match, x, y) {
              points.push({ x: parseFloat(x), y: parseFloat(y) });
            });

            return Vertices.create(points, body);
          };

          /**
           * Returns the centre (centroid) of the set of vertices.
           * @method centre
           * @param {vertices} vertices
           * @return {vector} The centre point
           */
          Vertices.centre = function (vertices) {
            var area = Vertices.area(vertices, true),
              centre = { x: 0, y: 0 },
              cross,
              temp,
              j;

            for (var i = 0; i < vertices.length; i++) {
              j = (i + 1) % vertices.length;
              cross = Vector.cross(vertices[i], vertices[j]);
              temp = Vector.mult(Vector.add(vertices[i], vertices[j]), cross);
              centre = Vector.add(centre, temp);
            }

            return Vector.div(centre, 6 * area);
          };

          /**
           * Returns the average (mean) of the set of vertices.
           * @method mean
           * @param {vertices} vertices
           * @return {vector} The average point
           */
          Vertices.mean = function (vertices) {
            var average = { x: 0, y: 0 };

            for (var i = 0; i < vertices.length; i++) {
              average.x += vertices[i].x;
              average.y += vertices[i].y;
            }

            return Vector.div(average, vertices.length);
          };

          /**
           * Returns the area of the set of vertices.
           * @method area
           * @param {vertices} vertices
           * @param {bool} signed
           * @return {number} The area
           */
          Vertices.area = function (vertices, signed) {
            var area = 0,
              j = vertices.length - 1;

            for (var i = 0; i < vertices.length; i++) {
              area += (vertices[j].x - vertices[i].x) * (vertices[j].y + vertices[i].y);
              j = i;
            }

            if (signed) return area / 2;

            return Math.abs(area) / 2;
          };

          /**
           * Returns the moment of inertia (second moment of area) of the set of vertices given the total mass.
           * @method inertia
           * @param {vertices} vertices
           * @param {number} mass
           * @return {number} The polygon's moment of inertia
           */
          Vertices.inertia = function (vertices, mass) {
            var numerator = 0,
              denominator = 0,
              v = vertices,
              cross,
              j;

            // find the polygon's moment of inertia, using second moment of area
            // from equations at http://www.physicsforums.com/showthread.php?t=25293
            for (var n = 0; n < v.length; n++) {
              j = (n + 1) % v.length;
              cross = Math.abs(Vector.cross(v[j], v[n]));
              numerator += cross * (Vector.dot(v[j], v[j]) + Vector.dot(v[j], v[n]) + Vector.dot(v[n], v[n]));
              denominator += cross;
            }

            return (mass / 6) * (numerator / denominator);
          };

          /**
           * Translates the set of vertices in-place.
           * @method translate
           * @param {vertices} vertices
           * @param {vector} vector
           * @param {number} scalar
           */
          Vertices.translate = function (vertices, vector, scalar) {
            var i;
            if (scalar) {
              for (i = 0; i < vertices.length; i++) {
                vertices[i].x += vector.x * scalar;
                vertices[i].y += vector.y * scalar;
              }
            } else {
              for (i = 0; i < vertices.length; i++) {
                vertices[i].x += vector.x;
                vertices[i].y += vector.y;
              }
            }

            return vertices;
          };

          /**
           * Rotates the set of vertices in-place.
           * @method rotate
           * @param {vertices} vertices
           * @param {number} angle
           * @param {vector} point
           */
          Vertices.rotate = function (vertices, angle, point) {
            if (angle === 0) return;

            var cos = Math.cos(angle),
              sin = Math.sin(angle);

            for (var i = 0; i < vertices.length; i++) {
              var vertice = vertices[i],
                dx = vertice.x - point.x,
                dy = vertice.y - point.y;

              vertice.x = point.x + (dx * cos - dy * sin);
              vertice.y = point.y + (dx * sin + dy * cos);
            }

            return vertices;
          };

          /**
           * Returns `true` if the `point` is inside the set of `vertices`.
           * @method contains
           * @param {vertices} vertices
           * @param {vector} point
           * @return {boolean} True if the vertices contains point, otherwise false
           */
          Vertices.contains = function (vertices, point) {
            for (var i = 0; i < vertices.length; i++) {
              var vertice = vertices[i],
                nextVertice = vertices[(i + 1) % vertices.length];
              if (
                (point.x - vertice.x) * (nextVertice.y - vertice.y) +
                  (point.y - vertice.y) * (vertice.x - nextVertice.x) >
                0
              ) {
                return false;
              }
            }

            return true;
          };

          /**
           * Scales the vertices from a point (default is centre) in-place.
           * @method scale
           * @param {vertices} vertices
           * @param {number} scaleX
           * @param {number} scaleY
           * @param {vector} point
           */
          Vertices.scale = function (vertices, scaleX, scaleY, point) {
            if (scaleX === 1 && scaleY === 1) return vertices;

            point = point || Vertices.centre(vertices);

            var vertex, delta;

            for (var i = 0; i < vertices.length; i++) {
              vertex = vertices[i];
              delta = Vector.sub(vertex, point);
              vertices[i].x = point.x + delta.x * scaleX;
              vertices[i].y = point.y + delta.y * scaleY;
            }

            return vertices;
          };

          /**
           * Chamfers a set of vertices by giving them rounded corners, returns a new set of vertices.
           * The radius parameter is a single number or an array to specify the radius for each vertex.
           * @method chamfer
           * @param {vertices} vertices
           * @param {number[]} radius
           * @param {number} quality
           * @param {number} qualityMin
           * @param {number} qualityMax
           */
          Vertices.chamfer = function (vertices, radius, quality, qualityMin, qualityMax) {
            if (typeof radius === 'number') {
              radius = [radius];
            } else {
              radius = radius || [8];
            }

            // quality defaults to -1, which is auto
            quality = typeof quality !== 'undefined' ? quality : -1;
            qualityMin = qualityMin || 2;
            qualityMax = qualityMax || 14;

            var newVertices = [];

            for (var i = 0; i < vertices.length; i++) {
              var prevVertex = vertices[i - 1 >= 0 ? i - 1 : vertices.length - 1],
                vertex = vertices[i],
                nextVertex = vertices[(i + 1) % vertices.length],
                currentRadius = radius[i < radius.length ? i : radius.length - 1];

              if (currentRadius === 0) {
                newVertices.push(vertex);
                continue;
              }

              var prevNormal = Vector.normalise({
                x: vertex.y - prevVertex.y,
                y: prevVertex.x - vertex.x,
              });

              var nextNormal = Vector.normalise({
                x: nextVertex.y - vertex.y,
                y: vertex.x - nextVertex.x,
              });

              var diagonalRadius = Math.sqrt(2 * Math.pow(currentRadius, 2)),
                radiusVector = Vector.mult(Common.clone(prevNormal), currentRadius),
                midNormal = Vector.normalise(Vector.mult(Vector.add(prevNormal, nextNormal), 0.5)),
                scaledVertex = Vector.sub(vertex, Vector.mult(midNormal, diagonalRadius));

              var precision = quality;

              if (quality === -1) {
                // automatically decide precision
                precision = Math.pow(currentRadius, 0.32) * 1.75;
              }

              precision = Common.clamp(precision, qualityMin, qualityMax);

              // use an even value for precision, more likely to reduce axes by using symmetry
              if (precision % 2 === 1) precision += 1;

              var alpha = Math.acos(Vector.dot(prevNormal, nextNormal)),
                theta = alpha / precision;

              for (var j = 0; j < precision; j++) {
                newVertices.push(Vector.add(Vector.rotate(radiusVector, theta * j), scaledVertex));
              }
            }

            return newVertices;
          };

          /**
           * Sorts the input vertices into clockwise order in place.
           * @method clockwiseSort
           * @param {vertices} vertices
           * @return {vertices} vertices
           */
          Vertices.clockwiseSort = function (vertices) {
            var centre = Vertices.mean(vertices);

            vertices.sort(function (vertexA, vertexB) {
              return Vector.angle(centre, vertexA) - Vector.angle(centre, vertexB);
            });

            return vertices;
          };

          /**
           * Returns true if the vertices form a convex shape (vertices must be in clockwise order).
           * @method isConvex
           * @param {vertices} vertices
           * @return {bool} `true` if the `vertices` are convex, `false` if not (or `null` if not computable).
           */
          Vertices.isConvex = function (vertices) {
            // http://paulbourke.net/geometry/polygonmesh/
            // Copyright (c) Paul Bourke (use permitted)

            var flag = 0,
              n = vertices.length,
              i,
              j,
              k,
              z;

            if (n < 3) return null;

            for (i = 0; i < n; i++) {
              j = (i + 1) % n;
              k = (i + 2) % n;
              z = (vertices[j].x - vertices[i].x) * (vertices[k].y - vertices[j].y);
              z -= (vertices[j].y - vertices[i].y) * (vertices[k].x - vertices[j].x);

              if (z < 0) {
                flag |= 1;
              } else if (z > 0) {
                flag |= 2;
              }

              if (flag === 3) {
                return false;
              }
            }

            if (flag !== 0) {
              return true;
            } else {
              return null;
            }
          };

          /**
           * Returns the convex hull of the input vertices as a new array of points.
           * @method hull
           * @param {vertices} vertices
           * @return [vertex] vertices
           */
          Vertices.hull = function (vertices) {
            // http://geomalgorithms.com/a10-_hull-1.html

            var upper = [],
              lower = [],
              vertex,
              i;

            // sort vertices on x-axis (y-axis for ties)
            vertices = vertices.slice(0);
            vertices.sort(function (vertexA, vertexB) {
              var dx = vertexA.x - vertexB.x;
              return dx !== 0 ? dx : vertexA.y - vertexB.y;
            });

            // build lower hull
            for (i = 0; i < vertices.length; i += 1) {
              vertex = vertices[i];

              while (
                lower.length >= 2 &&
                Vector.cross3(lower[lower.length - 2], lower[lower.length - 1], vertex) <= 0
              ) {
                lower.pop();
              }

              lower.push(vertex);
            }

            // build upper hull
            for (i = vertices.length - 1; i >= 0; i -= 1) {
              vertex = vertices[i];

              while (
                upper.length >= 2 &&
                Vector.cross3(upper[upper.length - 2], upper[upper.length - 1], vertex) <= 0
              ) {
                upper.pop();
              }

              upper.push(vertex);
            }

            // concatenation of the lower and upper hulls gives the convex hull
            // omit last points because they are repeated at the beginning of the other list
            upper.pop();
            lower.pop();

            return upper.concat(lower);
          };
        })();

        /***/
      },
      /* 4 */
      /***/ function (module, exports, __webpack_require__) {
        /**
         * The `Matter.Events` module contains methods to fire and listen to events on other objects.
         *
         * See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples).
         *
         * @class Events
         */

        var Events = {};

        module.exports = Events;

        var Common = __webpack_require__(0);

        (function () {
          /**
           * Subscribes a callback function to the given object's `eventName`.
           * @method on
           * @param {} object
           * @param {string} eventNames
           * @param {function} callback
           */
          Events.on = function (object, eventNames, callback) {
            var names = eventNames.split(' '),
              name;

            for (var i = 0; i < names.length; i++) {
              name = names[i];
              object.events = object.events || {};
              object.events[name] = object.events[name] || [];
              object.events[name].push(callback);
            }

            return callback;
          };

          /**
           * Removes the given event callback. If no callback, clears all callbacks in `eventNames`. If no `eventNames`, clears all events.
           * @method off
           * @param {} object
           * @param {string} eventNames
           * @param {function} callback
           */
          Events.off = function (object, eventNames, callback) {
            if (!eventNames) {
              object.events = {};
              return;
            }

            // handle Events.off(object, callback)
            if (typeof eventNames === 'function') {
              callback = eventNames;
              eventNames = Common.keys(object.events).join(' ');
            }

            var names = eventNames.split(' ');

            for (var i = 0; i < names.length; i++) {
              var callbacks = object.events[names[i]],
                newCallbacks = [];

              if (callback && callbacks) {
                for (var j = 0; j < callbacks.length; j++) {
                  if (callbacks[j] !== callback) newCallbacks.push(callbacks[j]);
                }
              }

              object.events[names[i]] = newCallbacks;
            }
          };

          /**
           * Fires all the callbacks subscribed to the given object's `eventName`, in the order they subscribed, if any.
           * @method trigger
           * @param {} object
           * @param {string} eventNames
           * @param {} event
           */
          Events.trigger = function (object, eventNames, event) {
            var names, name, callbacks, eventClone;

            var events = object.events;

            if (events && Common.keys(events).length > 0) {
              if (!event) event = {};

              names = eventNames.split(' ');

              for (var i = 0; i < names.length; i++) {
                name = names[i];
                callbacks = events[name];

                if (callbacks) {
                  eventClone = Common.clone(event, false);
                  eventClone.name = name;
                  eventClone.source = object;

                  for (var j = 0; j < callbacks.length; j++) {
                    callbacks[j].apply(object, [eventClone]);
                  }
                }
              }
            }
          };
        })();

        /***/
      },
      /* 5 */
      /***/ function (module, exports, __webpack_require__) {
        /**
         * The `Matter.Composite` module contains methods for creating and manipulating composite bodies.
         * A composite body is a collection of `Matter.Body`, `Matter.Constraint` and other `Matter.Composite`, therefore composites form a tree structure.
         * It is important to use the functions in this module to modify composites, rather than directly modifying their properties.
         * Note that the `Matter.World` object is also a type of `Matter.Composite` and as such all composite methods here can also operate on a `Matter.World`.
         *
         * See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples).
         *
         * @class Composite
         */

        var Composite = {};

        module.exports = Composite;

        var Events = __webpack_require__(4);
        var Common = __webpack_require__(0);
        var Bounds = __webpack_require__(1);
        var Body = __webpack_require__(6);

        (function () {
          /**
           * Creates a new composite. The options parameter is an object that specifies any properties you wish to override the defaults.
           * See the properites section below for detailed information on what you can pass via the `options` object.
           * @method create
           * @param {} [options]
           * @return {composite} A new composite
           */
          Composite.create = function (options) {
            return Common.extend(
              {
                id: Common.nextId(),
                type: 'composite',
                parent: null,
                isModified: false,
                bodies: [],
                constraints: [],
                composites: [],
                label: 'Composite',
                plugin: {},
              },
              options,
            );
          };

          /**
           * Sets the composite's `isModified` flag.
           * If `updateParents` is true, all parents will be set (default: false).
           * If `updateChildren` is true, all children will be set (default: false).
           * @method setModified
           * @param {composite} composite
           * @param {boolean} isModified
           * @param {boolean} [updateParents=false]
           * @param {boolean} [updateChildren=false]
           */
          Composite.setModified = function (composite, isModified, updateParents, updateChildren) {
            composite.isModified = isModified;

            if (updateParents && composite.parent) {
              Composite.setModified(composite.parent, isModified, updateParents, updateChildren);
            }

            if (updateChildren) {
              for (var i = 0; i < composite.composites.length; i++) {
                var childComposite = composite.composites[i];
                Composite.setModified(childComposite, isModified, updateParents, updateChildren);
              }
            }
          };

          /**
           * Generic add function. Adds one or many body(s), constraint(s) or a composite(s) to the given composite.
           * Triggers `beforeAdd` and `afterAdd` events on the `composite`.
           * @method add
           * @param {composite} composite
           * @param {} object
           * @return {composite} The original composite with the objects added
           */
          Composite.add = function (composite, object) {
            var objects = [].concat(object);

            Events.trigger(composite, 'beforeAdd', { object: object });

            for (var i = 0; i < objects.length; i++) {
              var obj = objects[i];

              switch (obj.type) {
                case 'body':
                  // skip adding compound parts
                  if (obj.parent !== obj) {
                    Common.warn('Composite.add: skipped adding a compound body part (you must add its parent instead)');
                    break;
                  }

                  Composite.addBody(composite, obj);
                  break;
                case 'constraint':
                  Composite.addConstraint(composite, obj);
                  break;
                case 'composite':
                  Composite.addComposite(composite, obj);
                  break;
                case 'mouseConstraint':
                  Composite.addConstraint(composite, obj.constraint);
                  break;
              }
            }

            Events.trigger(composite, 'afterAdd', { object: object });

            return composite;
          };

          /**
           * Generic remove function. Removes one or many body(s), constraint(s) or a composite(s) to the given composite.
           * Optionally searching its children recursively.
           * Triggers `beforeRemove` and `afterRemove` events on the `composite`.
           * @method remove
           * @param {composite} composite
           * @param {} object
           * @param {boolean} [deep=false]
           * @return {composite} The original composite with the objects removed
           */
          Composite.remove = function (composite, object, deep) {
            var objects = [].concat(object);

            Events.trigger(composite, 'beforeRemove', { object: object });

            for (var i = 0; i < objects.length; i++) {
              var obj = objects[i];

              switch (obj.type) {
                case 'body':
                  Composite.removeBody(composite, obj, deep);
                  break;
                case 'constraint':
                  Composite.removeConstraint(composite, obj, deep);
                  break;
                case 'composite':
                  Composite.removeComposite(composite, obj, deep);
                  break;
                case 'mouseConstraint':
                  Composite.removeConstraint(composite, obj.constraint);
                  break;
              }
            }

            Events.trigger(composite, 'afterRemove', { object: object });

            return composite;
          };

          /**
           * Adds a composite to the given composite.
           * @private
           * @method addComposite
           * @param {composite} compositeA
           * @param {composite} compositeB
           * @return {composite} The original compositeA with the objects from compositeB added
           */
          Composite.addComposite = function (compositeA, compositeB) {
            compositeA.composites.push(compositeB);
            compositeB.parent = compositeA;
            Composite.setModified(compositeA, true, true, false);
            return compositeA;
          };

          /**
           * Removes a composite from the given composite, and optionally searching its children recursively.
           * @private
           * @method removeComposite
           * @param {composite} compositeA
           * @param {composite} compositeB
           * @param {boolean} [deep=false]
           * @return {composite} The original compositeA with the composite removed
           */
          Composite.removeComposite = function (compositeA, compositeB, deep) {
            var position = Common.indexOf(compositeA.composites, compositeB);
            if (position !== -1) {
              Composite.removeCompositeAt(compositeA, position);
              Composite.setModified(compositeA, true, true, false);
            }

            if (deep) {
              for (var i = 0; i < compositeA.composites.length; i++) {
                Composite.removeComposite(compositeA.composites[i], compositeB, true);
              }
            }

            return compositeA;
          };

          /**
           * Removes a composite from the given composite.
           * @private
           * @method removeCompositeAt
           * @param {composite} composite
           * @param {number} position
           * @return {composite} The original composite with the composite removed
           */
          Composite.removeCompositeAt = function (composite, position) {
            composite.composites.splice(position, 1);
            Composite.setModified(composite, true, true, false);
            return composite;
          };

          /**
           * Adds a body to the given composite.
           * @private
           * @method addBody
           * @param {composite} composite
           * @param {body} body
           * @return {composite} The original composite with the body added
           */
          Composite.addBody = function (composite, body) {
            composite.bodies.push(body);
            Composite.setModified(composite, true, true, false);
            return composite;
          };

          /**
           * Removes a body from the given composite, and optionally searching its children recursively.
           * @private
           * @method removeBody
           * @param {composite} composite
           * @param {body} body
           * @param {boolean} [deep=false]
           * @return {composite} The original composite with the body removed
           */
          Composite.removeBody = function (composite, body, deep) {
            var position = Common.indexOf(composite.bodies, body);
            if (position !== -1) {
              Composite.removeBodyAt(composite, position);
              Composite.setModified(composite, true, true, false);
            }

            if (deep) {
              for (var i = 0; i < composite.composites.length; i++) {
                Composite.removeBody(composite.composites[i], body, true);
              }
            }

            return composite;
          };

          /**
           * Removes a body from the given composite.
           * @private
           * @method removeBodyAt
           * @param {composite} composite
           * @param {number} position
           * @return {composite} The original composite with the body removed
           */
          Composite.removeBodyAt = function (composite, position) {
            composite.bodies.splice(position, 1);
            Composite.setModified(composite, true, true, false);
            return composite;
          };

          /**
           * Adds a constraint to the given composite.
           * @private
           * @method addConstraint
           * @param {composite} composite
           * @param {constraint} constraint
           * @return {composite} The original composite with the constraint added
           */
          Composite.addConstraint = function (composite, constraint) {
            composite.constraints.push(constraint);
            Composite.setModified(composite, true, true, false);
            return composite;
          };

          /**
           * Removes a constraint from the given composite, and optionally searching its children recursively.
           * @private
           * @method removeConstraint
           * @param {composite} composite
           * @param {constraint} constraint
           * @param {boolean} [deep=false]
           * @return {composite} The original composite with the constraint removed
           */
          Composite.removeConstraint = function (composite, constraint, deep) {
            var position = Common.indexOf(composite.constraints, constraint);
            if (position !== -1) {
              Composite.removeConstraintAt(composite, position);
            }

            if (deep) {
              for (var i = 0; i < composite.composites.length; i++) {
                Composite.removeConstraint(composite.composites[i], constraint, true);
              }
            }

            return composite;
          };

          /**
           * Removes a body from the given composite.
           * @private
           * @method removeConstraintAt
           * @param {composite} composite
           * @param {number} position
           * @return {composite} The original composite with the constraint removed
           */
          Composite.removeConstraintAt = function (composite, position) {
            composite.constraints.splice(position, 1);
            Composite.setModified(composite, true, true, false);
            return composite;
          };

          /**
           * Removes all bodies, constraints and composites from the given composite.
           * Optionally clearing its children recursively.
           * @method clear
           * @param {composite} composite
           * @param {boolean} keepStatic
           * @param {boolean} [deep=false]
           */
          Composite.clear = function (composite, keepStatic, deep) {
            if (deep) {
              for (var i = 0; i < composite.composites.length; i++) {
                Composite.clear(composite.composites[i], keepStatic, true);
              }
            }

            if (keepStatic) {
              composite.bodies = composite.bodies.filter(function (body) {
                return body.isStatic;
              });
            } else {
              composite.bodies.length = 0;
            }

            composite.constraints.length = 0;
            composite.composites.length = 0;
            Composite.setModified(composite, true, true, false);

            return composite;
          };

          /**
           * Returns all bodies in the given composite, including all bodies in its children, recursively.
           * @method allBodies
           * @param {composite} composite
           * @return {body[]} All the bodies
           */
          Composite.allBodies = function (composite) {
            var bodies = [].concat(composite.bodies);

            for (var i = 0; i < composite.composites.length; i++)
              bodies = bodies.concat(Composite.allBodies(composite.composites[i]));

            return bodies;
          };

          /**
           * Returns all constraints in the given composite, including all constraints in its children, recursively.
           * @method allConstraints
           * @param {composite} composite
           * @return {constraint[]} All the constraints
           */
          Composite.allConstraints = function (composite) {
            var constraints = [].concat(composite.constraints);

            for (var i = 0; i < composite.composites.length; i++)
              constraints = constraints.concat(Composite.allConstraints(composite.composites[i]));

            return constraints;
          };

          /**
           * Returns all composites in the given composite, including all composites in its children, recursively.
           * @method allComposites
           * @param {composite} composite
           * @return {composite[]} All the composites
           */
          Composite.allComposites = function (composite) {
            var composites = [].concat(composite.composites);

            for (var i = 0; i < composite.composites.length; i++)
              composites = composites.concat(Composite.allComposites(composite.composites[i]));

            return composites;
          };

          /**
           * Searches the composite recursively for an object matching the type and id supplied, null if not found.
           * @method get
           * @param {composite} composite
           * @param {number} id
           * @param {string} type
           * @return {object} The requested object, if found
           */
          Composite.get = function (composite, id, type) {
            var objects, object;

            switch (type) {
              case 'body':
                objects = Composite.allBodies(composite);
                break;
              case 'constraint':
                objects = Composite.allConstraints(composite);
                break;
              case 'composite':
                objects = Composite.allComposites(composite).concat(composite);
                break;
            }

            if (!objects) return null;

            object = objects.filter(function (object) {
              return object.id.toString() === id.toString();
            });

            return object.length === 0 ? null : object[0];
          };

          /**
           * Moves the given object(s) from compositeA to compositeB (equal to a remove followed by an add).
           * @method move
           * @param {compositeA} compositeA
           * @param {object[]} objects
           * @param {compositeB} compositeB
           * @return {composite} Returns compositeA
           */
          Composite.move = function (compositeA, objects, compositeB) {
            Composite.remove(compositeA, objects);
            Composite.add(compositeB, objects);
            return compositeA;
          };

          /**
           * Assigns new ids for all objects in the composite, recursively.
           * @method rebase
           * @param {composite} composite
           * @return {composite} Returns composite
           */
          Composite.rebase = function (composite) {
            var objects = Composite.allBodies(composite)
              .concat(Composite.allConstraints(composite))
              .concat(Composite.allComposites(composite));

            for (var i = 0; i < objects.length; i++) {
              objects[i].id = Common.nextId();
            }

            Composite.setModified(composite, true, true, false);

            return composite;
          };

          /**
           * Translates all children in the composite by a given vector relative to their current positions,
           * without imparting any velocity.
           * @method translate
           * @param {composite} composite
           * @param {vector} translation
           * @param {bool} [recursive=true]
           */
          Composite.translate = function (composite, translation, recursive) {
            var bodies = recursive ? Composite.allBodies(composite) : composite.bodies;

            for (var i = 0; i < bodies.length; i++) {
              Body.translate(bodies[i], translation);
            }

            Composite.setModified(composite, true, true, false);

            return composite;
          };

          /**
           * Rotates all children in the composite by a given angle about the given point, without imparting any angular velocity.
           * @method rotate
           * @param {composite} composite
           * @param {number} rotation
           * @param {vector} point
           * @param {bool} [recursive=true]
           */
          Composite.rotate = function (composite, rotation, point, recursive) {
            var cos = Math.cos(rotation),
              sin = Math.sin(rotation),
              bodies = recursive ? Composite.allBodies(composite) : composite.bodies;

            for (var i = 0; i < bodies.length; i++) {
              var body = bodies[i],
                dx = body.position.x - point.x,
                dy = body.position.y - point.y;

              Body.setPosition(body, {
                x: point.x + (dx * cos - dy * sin),
                y: point.y + (dx * sin + dy * cos),
              });

              Body.rotate(body, rotation);
            }

            Composite.setModified(composite, true, true, false);

            return composite;
          };

          /**
           * Scales all children in the composite, including updating physical properties (mass, area, axes, inertia), from a world-space point.
           * @method scale
           * @param {composite} composite
           * @param {number} scaleX
           * @param {number} scaleY
           * @param {vector} point
           * @param {bool} [recursive=true]
           */
          Composite.scale = function (composite, scaleX, scaleY, point, recursive) {
            var bodies = recursive ? Composite.allBodies(composite) : composite.bodies;

            for (var i = 0; i < bodies.length; i++) {
              var body = bodies[i],
                dx = body.position.x - point.x,
                dy = body.position.y - point.y;

              Body.setPosition(body, {
                x: point.x + dx * scaleX,
                y: point.y + dy * scaleY,
              });

              Body.scale(body, scaleX, scaleY);
            }

            Composite.setModified(composite, true, true, false);

            return composite;
          };

          /**
           * Returns the union of the bounds of all of the composite's bodies.
           * @method bounds
           * @param {composite} composite The composite.
           * @returns {bounds} The composite bounds.
           */
          Composite.bounds = function (composite) {
            var bodies = Composite.allBodies(composite),
              vertices = [];

            for (var i = 0; i < bodies.length; i += 1) {
              var body = bodies[i];
              vertices.push(body.bounds.min, body.bounds.max);
            }

            return Bounds.create(vertices);
          };

          /*
           *
           *  Events Documentation
           *
           */

          /**
           * Fired when a call to `Composite.add` is made, before objects have been added.
           *
           * @event beforeAdd
           * @param {} event An event object
           * @param {} event.object The object(s) to be added (may be a single body, constraint, composite or a mixed array of these)
           * @param {} event.source The source object of the event
           * @param {} event.name The name of the event
           */

          /**
           * Fired when a call to `Composite.add` is made, after objects have been added.
           *
           * @event afterAdd
           * @param {} event An event object
           * @param {} event.object The object(s) that have been added (may be a single body, constraint, composite or a mixed array of these)
           * @param {} event.source The source object of the event
           * @param {} event.name The name of the event
           */

          /**
           * Fired when a call to `Composite.remove` is made, before objects have been removed.
           *
           * @event beforeRemove
           * @param {} event An event object
           * @param {} event.object The object(s) to be removed (may be a single body, constraint, composite or a mixed array of these)
           * @param {} event.source The source object of the event
           * @param {} event.name The name of the event
           */

          /**
           * Fired when a call to `Composite.remove` is made, after objects have been removed.
           *
           * @event afterRemove
           * @param {} event An event object
           * @param {} event.object The object(s) that have been removed (may be a single body, constraint, composite or a mixed array of these)
           * @param {} event.source The source object of the event
           * @param {} event.name The name of the event
           */

          /*
           *
           *  Properties Documentation
           *
           */

          /**
           * An integer `Number` uniquely identifying number generated in `Composite.create` by `Common.nextId`.
           *
           * @property id
           * @type number
           */

          /**
           * A `String` denoting the type of object.
           *
           * @property type
           * @type string
           * @default "composite"
           * @readOnly
           */

          /**
           * An arbitrary `String` name to help the user identify and manage composites.
           *
           * @property label
           * @type string
           * @default "Composite"
           */

          /**
           * A flag that specifies whether the composite has been modified during the current step.
           * Most `Matter.Composite` methods will automatically set this flag to `true` to inform the engine of changes to be handled.
           * If you need to change it manually, you should use the `Composite.setModified` method.
           *
           * @property isModified
           * @type boolean
           * @default false
           */

          /**
           * The `Composite` that is the parent of this composite. It is automatically managed by the `Matter.Composite` methods.
           *
           * @property parent
           * @type composite
           * @default null
           */

          /**
           * An array of `Body` that are _direct_ children of this composite.
           * To add or remove bodies you should use `Composite.add` and `Composite.remove` methods rather than directly modifying this property.
           * If you wish to recursively find all descendants, you should use the `Composite.allBodies` method.
           *
           * @property bodies
           * @type body[]
           * @default []
           */

          /**
           * An array of `Constraint` that are _direct_ children of this composite.
           * To add or remove constraints you should use `Composite.add` and `Composite.remove` methods rather than directly modifying this property.
           * If you wish to recursively find all descendants, you should use the `Composite.allConstraints` method.
           *
           * @property constraints
           * @type constraint[]
           * @default []
           */

          /**
           * An array of `Composite` that are _direct_ children of this composite.
           * To add or remove composites you should use `Composite.add` and `Composite.remove` methods rather than directly modifying this property.
           * If you wish to recursively find all descendants, you should use the `Composite.allComposites` method.
           *
           * @property composites
           * @type composite[]
           * @default []
           */

          /**
           * An object reserved for storing plugin-specific properties.
           *
           * @property plugin
           * @type {}
           */
        })();

        /***/
      },
      /* 6 */
      /***/ function (module, exports, __webpack_require__) {
        /**
            * The `Matter.Body` module contains methods for creating and manipulating body models.
            * A `Matter.Body` is a rigid body that can be simulated by a `Matter.Engine`.
            * Factories for commonly used body configurations (such as rectangles, circles and other polygons) can be found in the module `Matter.Bodies`.
            *
            * See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples).
            
            * @class Body
            */

        var Body = {};

        module.exports = Body;

        var Vertices = __webpack_require__(3);
        var Vector = __webpack_require__(2);
        var Sleeping = __webpack_require__(7);
        var Render = __webpack_require__(10);
        var Common = __webpack_require__(0);
        var Bounds = __webpack_require__(1);
        var Axes = __webpack_require__(15);

        (function () {
          Body._inertiaScale = 4;
          Body._nextCollidingGroupId = 1;
          Body._nextNonCollidingGroupId = -1;
          Body._nextCategory = 0x0001;

          /**
           * Creates a new rigid body model. The options parameter is an object that specifies any properties you wish to override the defaults.
           * All properties have default values, and many are pre-calculated automatically based on other properties.
           * Vertices must be specified in clockwise order.
           * See the properties section below for detailed information on what you can pass via the `options` object.
           * @method create
           * @param {} options
           * @return {body} body
           */
          Body.create = function (options) {
            var defaults = {
              id: Common.nextId(),
              type: 'body',
              label: 'Body',
              parts: [],
              plugin: {},
              angle: 0,
              vertices: Vertices.fromPath('L 0 0 L 40 0 L 40 40 L 0 40'),
              position: { x: 0, y: 0 },
              force: { x: 0, y: 0 },
              torque: 0,
              positionImpulse: { x: 0, y: 0 },
              constraintImpulse: { x: 0, y: 0, angle: 0 },
              totalContacts: 0,
              speed: 0,
              angularSpeed: 0,
              velocity: { x: 0, y: 0 },
              angularVelocity: 0,
              isSensor: false,
              isStatic: false,
              isSleeping: false,
              motion: 0,
              sleepThreshold: 60,
              density: 0.001,
              restitution: 0,
              friction: 0.1,
              frictionStatic: 0.5,
              frictionAir: 0.01,
              collisionFilter: {
                category: 0x0001,
                mask: 0xffffffff,
                group: 0,
              },
              slop: 0.05,
              timeScale: 1,
              render: {
                visible: true,
                opacity: 1,
                sprite: {
                  xScale: 1,
                  yScale: 1,
                  xOffset: 0,
                  yOffset: 0,
                },
                lineWidth: 0,
              },
              events: null,
              bounds: null,
              chamfer: null,
              circleRadius: 0,
              positionPrev: null,
              anglePrev: 0,
              parent: null,
              axes: null,
              area: 0,
              mass: 0,
              inertia: 0,
              _original: null,
            };

            var body = Common.extend(defaults, options);

            _initProperties(body, options);

            return body;
          };

          /**
           * Returns the next unique group index for which bodies will collide.
           * If `isNonColliding` is `true`, returns the next unique group index for which bodies will _not_ collide.
           * See `body.collisionFilter` for more information.
           * @method nextGroup
           * @param {bool} [isNonColliding=false]
           * @return {Number} Unique group index
           */
          Body.nextGroup = function (isNonColliding) {
            if (isNonColliding) return Body._nextNonCollidingGroupId--;

            return Body._nextCollidingGroupId++;
          };

          /**
           * Returns the next unique category bitfield (starting after the initial default category `0x0001`).
           * There are 32 available. See `body.collisionFilter` for more information.
           * @method nextCategory
           * @return {Number} Unique category bitfield
           */
          Body.nextCategory = function () {
            Body._nextCategory = Body._nextCategory << 1;
            return Body._nextCategory;
          };

          /**
           * Initialises body properties.
           * @method _initProperties
           * @private
           * @param {body} body
           * @param {} [options]
           */
          var _initProperties = function (body, options) {
            options = options || {};

            // init required properties (order is important)
            Body.set(body, {
              bounds: body.bounds || Bounds.create(body.vertices),
              positionPrev: body.positionPrev || Vector.clone(body.position),
              anglePrev: body.anglePrev || body.angle,
              vertices: body.vertices,
              parts: body.parts || [body],
              isStatic: body.isStatic,
              isSleeping: body.isSleeping,
              parent: body.parent || body,
            });

            Vertices.rotate(body.vertices, body.angle, body.position);
            Axes.rotate(body.axes, body.angle);
            Bounds.update(body.bounds, body.vertices, body.velocity);

            // allow options to override the automatically calculated properties
            Body.set(body, {
              axes: options.axes || body.axes,
              area: options.area || body.area,
              mass: options.mass || body.mass,
              inertia: options.inertia || body.inertia,
            });

            // render properties
            var defaultFillStyle = body.isStatic
                ? '#2e2b44'
                : Common.choose(['#006BA6', '#0496FF', '#FFBC42', '#D81159', '#8F2D56']),
              defaultStrokeStyle = '#000';
            body.render.fillStyle = body.render.fillStyle || defaultFillStyle;
            body.render.strokeStyle = body.render.strokeStyle || defaultStrokeStyle;
            body.render.sprite.xOffset +=
              -(body.bounds.min.x - body.position.x) / (body.bounds.max.x - body.bounds.min.x);
            body.render.sprite.yOffset +=
              -(body.bounds.min.y - body.position.y) / (body.bounds.max.y - body.bounds.min.y);
          };

          /**
           * Given a property and a value (or map of), sets the property(s) on the body, using the appropriate setter functions if they exist.
           * Prefer to use the actual setter functions in performance critical situations.
           * @method set
           * @param {body} body
           * @param {} settings A property name (or map of properties and values) to set on the body.
           * @param {} value The value to set if `settings` is a single property name.
           */
          Body.set = function (body, settings, value) {
            var property;

            if (typeof settings === 'string') {
              property = settings;
              settings = {};
              settings[property] = value;
            }

            for (property in settings) {
              if (!Object.prototype.hasOwnProperty.call(settings, property)) continue;

              value = settings[property];
              switch (property) {
                case 'isStatic':
                  Body.setStatic(body, value);
                  break;
                case 'isSleeping':
                  Sleeping.set(body, value);
                  break;
                case 'mass':
                  Body.setMass(body, value);
                  break;
                case 'density':
                  Body.setDensity(body, value);
                  break;
                case 'inertia':
                  Body.setInertia(body, value);
                  break;
                case 'vertices':
                  Body.setVertices(body, value);
                  break;
                case 'position':
                  Body.setPosition(body, value);
                  break;
                case 'angle':
                  Body.setAngle(body, value);
                  break;
                case 'velocity':
                  Body.setVelocity(body, value);
                  break;
                case 'angularVelocity':
                  Body.setAngularVelocity(body, value);
                  break;
                case 'parts':
                  Body.setParts(body, value);
                  break;
                case 'centre':
                  Body.setCentre(body, value);
                  break;
                default:
                  body[property] = value;
              }
            }
          };

          /**
           * Sets the body as static, including isStatic flag and setting mass and inertia to Infinity.
           * @method setStatic
           * @param {body} body
           * @param {bool} isStatic
           */
          Body.setStatic = function (body, isStatic) {
            for (var i = 0; i < body.parts.length; i++) {
              var part = body.parts[i];
              part.isStatic = isStatic;

              if (isStatic) {
                part._original = {
                  restitution: part.restitution,
                  friction: part.friction,
                  mass: part.mass,
                  inertia: part.inertia,
                  density: part.density,
                  inverseMass: part.inverseMass,
                  inverseInertia: part.inverseInertia,
                };

                part.restitution = 0;
                part.friction = 1;
                part.mass = part.inertia = part.density = Infinity;
                part.inverseMass = part.inverseInertia = 0;

                part.positionPrev.x = part.position.x;
                part.positionPrev.y = part.position.y;
                part.anglePrev = part.angle;
                part.angularVelocity = 0;
                part.speed = 0;
                part.angularSpeed = 0;
                part.motion = 0;
              } else if (part._original) {
                part.restitution = part._original.restitution;
                part.friction = part._original.friction;
                part.mass = part._original.mass;
                part.inertia = part._original.inertia;
                part.density = part._original.density;
                part.inverseMass = part._original.inverseMass;
                part.inverseInertia = part._original.inverseInertia;

                part._original = null;
              }
            }
          };

          /**
           * Sets the mass of the body. Inverse mass, density and inertia are automatically updated to reflect the change.
           * @method setMass
           * @param {body} body
           * @param {number} mass
           */
          Body.setMass = function (body, mass) {
            var moment = body.inertia / (body.mass / 6);
            body.inertia = moment * (mass / 6);
            body.inverseInertia = 1 / body.inertia;

            body.mass = mass;
            body.inverseMass = 1 / body.mass;
            body.density = body.mass / body.area;
          };

          /**
           * Sets the density of the body. Mass and inertia are automatically updated to reflect the change.
           * @method setDensity
           * @param {body} body
           * @param {number} density
           */
          Body.setDensity = function (body, density) {
            Body.setMass(body, density * body.area);
            body.density = density;
          };

          /**
           * Sets the moment of inertia (i.e. second moment of area) of the body.
           * Inverse inertia is automatically updated to reflect the change. Mass is not changed.
           * @method setInertia
           * @param {body} body
           * @param {number} inertia
           */
          Body.setInertia = function (body, inertia) {
            body.inertia = inertia;
            body.inverseInertia = 1 / body.inertia;
          };

          /**
           * Sets the body's vertices and updates body properties accordingly, including inertia, area and mass (with respect to `body.density`).
           * Vertices will be automatically transformed to be orientated around their centre of mass as the origin.
           * They are then automatically translated to world space based on `body.position`.
           *
           * The `vertices` argument should be passed as an array of `Matter.Vector` points (or a `Matter.Vertices` array).
           * Vertices must form a convex hull, concave hulls are not supported.
           *
           * @method setVertices
           * @param {body} body
           * @param {vector[]} vertices
           */
          Body.setVertices = function (body, vertices) {
            // change vertices
            if (vertices[0].body === body) {
              body.vertices = vertices;
            } else {
              body.vertices = Vertices.create(vertices, body);
            }

            // update properties
            body.axes = Axes.fromVertices(body.vertices);
            body.area = Vertices.area(body.vertices);
            Body.setMass(body, body.density * body.area);

            // orient vertices around the centre of mass at origin (0, 0)
            var centre = Vertices.centre(body.vertices);
            Vertices.translate(body.vertices, centre, -1);

            // update inertia while vertices are at origin (0, 0)
            Body.setInertia(body, Body._inertiaScale * Vertices.inertia(body.vertices, body.mass));

            // update geometry
            Vertices.translate(body.vertices, body.position);
            Bounds.update(body.bounds, body.vertices, body.velocity);
          };

          /**
           * Sets the parts of the `body` and updates mass, inertia and centroid.
           * Each part will have its parent set to `body`.
           * By default the convex hull will be automatically computed and set on `body`, unless `autoHull` is set to `false.`
           * Note that this method will ensure that the first part in `body.parts` will always be the `body`.
           * @method setParts
           * @param {body} body
           * @param [body] parts
           * @param {bool} [autoHull=true]
           */
          Body.setParts = function (body, parts, autoHull) {
            var i;

            // add all the parts, ensuring that the first part is always the parent body
            parts = parts.slice(0);
            body.parts.length = 0;
            body.parts.push(body);
            body.parent = body;

            for (i = 0; i < parts.length; i++) {
              var part = parts[i];
              if (part !== body) {
                part.parent = body;
                body.parts.push(part);
              }
            }

            if (body.parts.length === 1) return;

            autoHull = typeof autoHull !== 'undefined' ? autoHull : true;

            // find the convex hull of all parts to set on the parent body
            if (autoHull) {
              var vertices = [];
              for (i = 0; i < parts.length; i++) {
                vertices = vertices.concat(parts[i].vertices);
              }

              Vertices.clockwiseSort(vertices);

              var hull = Vertices.hull(vertices),
                hullCentre = Vertices.centre(hull);

              Body.setVertices(body, hull);
              Vertices.translate(body.vertices, hullCentre);
            }

            // sum the properties of all compound parts of the parent body
            var total = Body._totalProperties(body);

            body.area = total.area;
            body.parent = body;
            body.position.x = total.centre.x;
            body.position.y = total.centre.y;
            body.positionPrev.x = total.centre.x;
            body.positionPrev.y = total.centre.y;

            Body.setMass(body, total.mass);
            Body.setInertia(body, total.inertia);
            Body.setPosition(body, total.centre);
          };

          /**
           * Set the centre of mass of the body.
           * The `centre` is a vector in world-space unless `relative` is set, in which case it is a translation.
           * The centre of mass is the point the body rotates about and can be used to simulate non-uniform density.
           * This is equal to moving `body.position` but not the `body.vertices`.
           * Invalid if the `centre` falls outside the body's convex hull.
           * @method setCentre
           * @param {body} body
           * @param {vector} centre
           * @param {bool} relative
           */
          Body.setCentre = function (body, centre, relative) {
            if (!relative) {
              body.positionPrev.x = centre.x - (body.position.x - body.positionPrev.x);
              body.positionPrev.y = centre.y - (body.position.y - body.positionPrev.y);
              body.position.x = centre.x;
              body.position.y = centre.y;
            } else {
              body.positionPrev.x += centre.x;
              body.positionPrev.y += centre.y;
              body.position.x += centre.x;
              body.position.y += centre.y;
            }
          };

          /**
           * Sets the position of the body instantly. Velocity, angle, force etc. are unchanged.
           * @method setPosition
           * @param {body} body
           * @param {vector} position
           */
          Body.setPosition = function (body, position) {
            var delta = Vector.sub(position, body.position);
            body.positionPrev.x += delta.x;
            body.positionPrev.y += delta.y;

            for (var i = 0; i < body.parts.length; i++) {
              var part = body.parts[i];
              part.position.x += delta.x;
              part.position.y += delta.y;
              Vertices.translate(part.vertices, delta);
              Bounds.update(part.bounds, part.vertices, body.velocity);
            }
          };

          /**
           * Sets the angle of the body instantly. Angular velocity, position, force etc. are unchanged.
           * @method setAngle
           * @param {body} body
           * @param {number} angle
           */
          Body.setAngle = function (body, angle) {
            var delta = angle - body.angle;
            body.anglePrev += delta;

            for (var i = 0; i < body.parts.length; i++) {
              var part = body.parts[i];
              part.angle += delta;
              Vertices.rotate(part.vertices, delta, body.position);
              Axes.rotate(part.axes, delta);
              Bounds.update(part.bounds, part.vertices, body.velocity);
              if (i > 0) {
                Vector.rotateAbout(part.position, delta, body.position, part.position);
              }
            }
          };

          /**
           * Sets the linear velocity of the body instantly. Position, angle, force etc. are unchanged. See also `Body.applyForce`.
           * @method setVelocity
           * @param {body} body
           * @param {vector} velocity
           */
          Body.setVelocity = function (body, velocity) {
            body.positionPrev.x = body.position.x - velocity.x;
            body.positionPrev.y = body.position.y - velocity.y;
            body.velocity.x = velocity.x;
            body.velocity.y = velocity.y;
            body.speed = Vector.magnitude(body.velocity);
          };

          /**
           * Sets the angular velocity of the body instantly. Position, angle, force etc. are unchanged. See also `Body.applyForce`.
           * @method setAngularVelocity
           * @param {body} body
           * @param {number} velocity
           */
          Body.setAngularVelocity = function (body, velocity) {
            body.anglePrev = body.angle - velocity;
            body.angularVelocity = velocity;
            body.angularSpeed = Math.abs(body.angularVelocity);
          };

          /**
           * Moves a body by a given vector relative to its current position, without imparting any velocity.
           * @method translate
           * @param {body} body
           * @param {vector} translation
           */
          Body.translate = function (body, translation) {
            Body.setPosition(body, Vector.add(body.position, translation));
          };

          /**
           * Rotates a body by a given angle relative to its current angle, without imparting any angular velocity.
           * @method rotate
           * @param {body} body
           * @param {number} rotation
           * @param {vector} [point]
           */
          Body.rotate = function (body, rotation, point) {
            if (!point) {
              Body.setAngle(body, body.angle + rotation);
            } else {
              var cos = Math.cos(rotation),
                sin = Math.sin(rotation),
                dx = body.position.x - point.x,
                dy = body.position.y - point.y;

              Body.setPosition(body, {
                x: point.x + (dx * cos - dy * sin),
                y: point.y + (dx * sin + dy * cos),
              });

              Body.setAngle(body, body.angle + rotation);
            }
          };

          /**
           * Scales the body, including updating physical properties (mass, area, axes, inertia), from a world-space point (default is body centre).
           * @method scale
           * @param {body} body
           * @param {number} scaleX
           * @param {number} scaleY
           * @param {vector} [point]
           */
          Body.scale = function (body, scaleX, scaleY, point) {
            var totalArea = 0,
              totalInertia = 0;

            point = point || body.position;

            for (var i = 0; i < body.parts.length; i++) {
              var part = body.parts[i];

              // scale vertices
              Vertices.scale(part.vertices, scaleX, scaleY, point);

              // update properties
              part.axes = Axes.fromVertices(part.vertices);
              part.area = Vertices.area(part.vertices);
              Body.setMass(part, body.density * part.area);

              // update inertia (requires vertices to be at origin)
              Vertices.translate(part.vertices, { x: -part.position.x, y: -part.position.y });
              Body.setInertia(part, Body._inertiaScale * Vertices.inertia(part.vertices, part.mass));
              Vertices.translate(part.vertices, { x: part.position.x, y: part.position.y });

              if (i > 0) {
                totalArea += part.area;
                totalInertia += part.inertia;
              }

              // scale position
              part.position.x = point.x + (part.position.x - point.x) * scaleX;
              part.position.y = point.y + (part.position.y - point.y) * scaleY;

              // update bounds
              Bounds.update(part.bounds, part.vertices, body.velocity);
            }

            // handle parent body
            if (body.parts.length > 1) {
              body.area = totalArea;

              if (!body.isStatic) {
                Body.setMass(body, body.density * totalArea);
                Body.setInertia(body, totalInertia);
              }
            }

            // handle circles
            if (body.circleRadius) {
              if (scaleX === scaleY) {
                body.circleRadius *= scaleX;
              } else {
                // body is no longer a circle
                body.circleRadius = null;
              }
            }
          };

          /**
           * Performs a simulation step for the given `body`, including updating position and angle using Verlet integration.
           * @method update
           * @param {body} body
           * @param {number} deltaTime
           * @param {number} timeScale
           * @param {number} correction
           */
          Body.update = function (body, deltaTime, timeScale, correction) {
            var deltaTimeSquared = Math.pow(deltaTime * timeScale * body.timeScale, 2);

            // from the previous step
            var frictionAir = 1 - body.frictionAir * timeScale * body.timeScale,
              velocityPrevX = body.position.x - body.positionPrev.x,
              velocityPrevY = body.position.y - body.positionPrev.y;

            // update velocity with Verlet integration
            body.velocity.x = velocityPrevX * frictionAir * correction + (body.force.x / body.mass) * deltaTimeSquared;
            body.velocity.y = velocityPrevY * frictionAir * correction + (body.force.y / body.mass) * deltaTimeSquared;

            body.positionPrev.x = body.position.x;
            body.positionPrev.y = body.position.y;
            body.position.x += body.velocity.x;
            body.position.y += body.velocity.y;

            // update angular velocity with Verlet integration
            body.angularVelocity =
              (body.angle - body.anglePrev) * frictionAir * correction +
              (body.torque / body.inertia) * deltaTimeSquared;
            body.anglePrev = body.angle;
            body.angle += body.angularVelocity;

            // track speed and acceleration
            body.speed = Vector.magnitude(body.velocity);
            body.angularSpeed = Math.abs(body.angularVelocity);

            // transform the body geometry
            for (var i = 0; i < body.parts.length; i++) {
              var part = body.parts[i];

              Vertices.translate(part.vertices, body.velocity);

              if (i > 0) {
                part.position.x += body.velocity.x;
                part.position.y += body.velocity.y;
              }

              if (body.angularVelocity !== 0) {
                Vertices.rotate(part.vertices, body.angularVelocity, body.position);
                Axes.rotate(part.axes, body.angularVelocity);
                if (i > 0) {
                  Vector.rotateAbout(part.position, body.angularVelocity, body.position, part.position);
                }
              }

              Bounds.update(part.bounds, part.vertices, body.velocity);
            }
          };

          /**
           * Applies a force to a body from a given world-space position, including resulting torque.
           * @method applyForce
           * @param {body} body
           * @param {vector} position
           * @param {vector} force
           */
          Body.applyForce = function (body, position, force) {
            body.force.x += force.x;
            body.force.y += force.y;
            var offset = { x: position.x - body.position.x, y: position.y - body.position.y };
            body.torque += offset.x * force.y - offset.y * force.x;
          };

          /**
           * Returns the sums of the properties of all compound parts of the parent body.
           * @method _totalProperties
           * @private
           * @param {body} body
           * @return {}
           */
          Body._totalProperties = function (body) {
            // from equations at:
            // https://ecourses.ou.edu/cgi-bin/ebook.cgi?doc=&topic=st&chap_sec=07.2&page=theory
            // http://output.to/sideway/default.asp?qno=121100087

            var properties = {
              mass: 0,
              area: 0,
              inertia: 0,
              centre: { x: 0, y: 0 },
            };

            // sum the properties of all compound parts of the parent body
            for (var i = body.parts.length === 1 ? 0 : 1; i < body.parts.length; i++) {
              var part = body.parts[i],
                mass = part.mass !== Infinity ? part.mass : 1;

              properties.mass += mass;
              properties.area += part.area;
              properties.inertia += part.inertia;
              properties.centre = Vector.add(properties.centre, Vector.mult(part.position, mass));
            }

            properties.centre = Vector.div(properties.centre, properties.mass);

            return properties;
          };

          /*
           *
           *  Events Documentation
           *
           */

          /**
           * Fired when a body starts sleeping (where `this` is the body).
           *
           * @event sleepStart
           * @this {body} The body that has started sleeping
           * @param {} event An event object
           * @param {} event.source The source object of the event
           * @param {} event.name The name of the event
           */

          /**
           * Fired when a body ends sleeping (where `this` is the body).
           *
           * @event sleepEnd
           * @this {body} The body that has ended sleeping
           * @param {} event An event object
           * @param {} event.source The source object of the event
           * @param {} event.name The name of the event
           */

          /*
           *
           *  Properties Documentation
           *
           */

          /**
           * An integer `Number` uniquely identifying number generated in `Body.create` by `Common.nextId`.
           *
           * @property id
           * @type number
           */

          /**
           * A `String` denoting the type of object.
           *
           * @property type
           * @type string
           * @default "body"
           * @readOnly
           */

          /**
           * An arbitrary `String` name to help the user identify and manage bodies.
           *
           * @property label
           * @type string
           * @default "Body"
           */

          /**
           * An array of bodies that make up this body.
           * The first body in the array must always be a self reference to the current body instance.
           * All bodies in the `parts` array together form a single rigid compound body.
           * Parts are allowed to overlap, have gaps or holes or even form concave bodies.
           * Parts themselves should never be added to a `World`, only the parent body should be.
           * Use `Body.setParts` when setting parts to ensure correct updates of all properties.
           *
           * @property parts
           * @type body[]
           */

          /**
           * An object reserved for storing plugin-specific properties.
           *
           * @property plugin
           * @type {}
           */

          /**
           * A self reference if the body is _not_ a part of another body.
           * Otherwise this is a reference to the body that this is a part of.
           * See `body.parts`.
           *
           * @property parent
           * @type body
           */

          /**
           * A `Number` specifying the angle of the body, in radians.
           *
           * @property angle
           * @type number
           * @default 0
           */

          /**
           * An array of `Vector` objects that specify the convex hull of the rigid body.
           * These should be provided about the origin `(0, 0)`. E.g.
           *
           *     [{ x: 0, y: 0 }, { x: 25, y: 50 }, { x: 50, y: 0 }]
           *
           * When passed via `Body.create`, the vertices are translated relative to `body.position` (i.e. world-space, and constantly updated by `Body.update` during simulation).
           * The `Vector` objects are also augmented with additional properties required for efficient collision detection.
           *
           * Other properties such as `inertia` and `bounds` are automatically calculated from the passed vertices (unless provided via `options`).
           * Concave hulls are not currently supported. The module `Matter.Vertices` contains useful methods for working with vertices.
           *
           * @property vertices
           * @type vector[]
           */

          /**
           * A `Vector` that specifies the current world-space position of the body.
           *
           * @property position
           * @type vector
           * @default { x: 0, y: 0 }
           */

          /**
           * A `Vector` that specifies the force to apply in the current step. It is zeroed after every `Body.update`. See also `Body.applyForce`.
           *
           * @property force
           * @type vector
           * @default { x: 0, y: 0 }
           */

          /**
           * A `Number` that specifies the torque (turning force) to apply in the current step. It is zeroed after every `Body.update`.
           *
           * @property torque
           * @type number
           * @default 0
           */

          /**
           * A `Number` that _measures_ the current speed of the body after the last `Body.update`. It is read-only and always positive (it's the magnitude of `body.velocity`).
           *
           * @readOnly
           * @property speed
           * @type number
           * @default 0
           */

          /**
           * A `Number` that _measures_ the current angular speed of the body after the last `Body.update`. It is read-only and always positive (it's the magnitude of `body.angularVelocity`).
           *
           * @readOnly
           * @property angularSpeed
           * @type number
           * @default 0
           */

          /**
           * A `Vector` that _measures_ the current velocity of the body after the last `Body.update`. It is read-only.
           * If you need to modify a body's velocity directly, you should either apply a force or simply change the body's `position` (as the engine uses position-Verlet integration).
           *
           * @readOnly
           * @property velocity
           * @type vector
           * @default { x: 0, y: 0 }
           */

          /**
           * A `Number` that _measures_ the current angular velocity of the body after the last `Body.update`. It is read-only.
           * If you need to modify a body's angular velocity directly, you should apply a torque or simply change the body's `angle` (as the engine uses position-Verlet integration).
           *
           * @readOnly
           * @property angularVelocity
           * @type number
           * @default 0
           */

          /**
           * A flag that indicates whether a body is considered static. A static body can never change position or angle and is completely fixed.
           * If you need to set a body as static after its creation, you should use `Body.setStatic` as this requires more than just setting this flag.
           *
           * @property isStatic
           * @type boolean
           * @default false
           */

          /**
           * A flag that indicates whether a body is a sensor. Sensor triggers collision events, but doesn't react with colliding body physically.
           *
           * @property isSensor
           * @type boolean
           * @default false
           */

          /**
           * A flag that indicates whether the body is considered sleeping. A sleeping body acts similar to a static body, except it is only temporary and can be awoken.
           * If you need to set a body as sleeping, you should use `Sleeping.set` as this requires more than just setting this flag.
           *
           * @property isSleeping
           * @type boolean
           * @default false
           */

          /**
           * A `Number` that _measures_ the amount of movement a body currently has (a combination of `speed` and `angularSpeed`). It is read-only and always positive.
           * It is used and updated by the `Matter.Sleeping` module during simulation to decide if a body has come to rest.
           *
           * @readOnly
           * @property motion
           * @type number
           * @default 0
           */

          /**
           * A `Number` that defines the number of updates in which this body must have near-zero velocity before it is set as sleeping by the `Matter.Sleeping` module (if sleeping is enabled by the engine).
           *
           * @property sleepThreshold
           * @type number
           * @default 60
           */

          /**
           * A `Number` that defines the density of the body, that is its mass per unit area.
           * If you pass the density via `Body.create` the `mass` property is automatically calculated for you based on the size (area) of the object.
           * This is generally preferable to simply setting mass and allows for more intuitive definition of materials (e.g. rock has a higher density than wood).
           *
           * @property density
           * @type number
           * @default 0.001
           */

          /**
           * A `Number` that defines the mass of the body, although it may be more appropriate to specify the `density` property instead.
           * If you modify this value, you must also modify the `body.inverseMass` property (`1 / mass`).
           *
           * @property mass
           * @type number
           */

          /**
           * A `Number` that defines the inverse mass of the body (`1 / mass`).
           * If you modify this value, you must also modify the `body.mass` property.
           *
           * @property inverseMass
           * @type number
           */

          /**
           * A `Number` that defines the moment of inertia (i.e. second moment of area) of the body.
           * It is automatically calculated from the given convex hull (`vertices` array) and density in `Body.create`.
           * If you modify this value, you must also modify the `body.inverseInertia` property (`1 / inertia`).
           *
           * @property inertia
           * @type number
           */

          /**
           * A `Number` that defines the inverse moment of inertia of the body (`1 / inertia`).
           * If you modify this value, you must also modify the `body.inertia` property.
           *
           * @property inverseInertia
           * @type number
           */

          /**
           * A `Number` that defines the restitution (elasticity) of the body. The value is always positive and is in the range `(0, 1)`.
           * A value of `0` means collisions may be perfectly inelastic and no bouncing may occur.
           * A value of `0.8` means the body may bounce back with approximately 80% of its kinetic energy.
           * Note that collision response is based on _pairs_ of bodies, and that `restitution` values are _combined_ with the following formula:
           *
           *     Math.max(bodyA.restitution, bodyB.restitution)
           *
           * @property restitution
           * @type number
           * @default 0
           */

          /**
           * A `Number` that defines the friction of the body. The value is always positive and is in the range `(0, 1)`.
           * A value of `0` means that the body may slide indefinitely.
           * A value of `1` means the body may come to a stop almost instantly after a force is applied.
           *
           * The effects of the value may be non-linear.
           * High values may be unstable depending on the body.
           * The engine uses a Coulomb friction model including static and kinetic friction.
           * Note that collision response is based on _pairs_ of bodies, and that `friction` values are _combined_ with the following formula:
           *
           *     Math.min(bodyA.friction, bodyB.friction)
           *
           * @property friction
           * @type number
           * @default 0.1
           */

          /**
           * A `Number` that defines the static friction of the body (in the Coulomb friction model).
           * A value of `0` means the body will never 'stick' when it is nearly stationary and only dynamic `friction` is used.
           * The higher the value (e.g. `10`), the more force it will take to initially get the body moving when nearly stationary.
           * This value is multiplied with the `friction` property to make it easier to change `friction` and maintain an appropriate amount of static friction.
           *
           * @property frictionStatic
           * @type number
           * @default 0.5
           */

          /**
           * A `Number` that defines the air friction of the body (air resistance).
           * A value of `0` means the body will never slow as it moves through space.
           * The higher the value, the faster a body slows when moving through space.
           * The effects of the value are non-linear.
           *
           * @property frictionAir
           * @type number
           * @default 0.01
           */

          /**
           * An `Object` that specifies the collision filtering properties of this body.
           *
           * Collisions between two bodies will obey the following rules:
           * - If the two bodies have the same non-zero value of `collisionFilter.group`,
           *   they will always collide if the value is positive, and they will never collide
           *   if the value is negative.
           * - If the two bodies have different values of `collisionFilter.group` or if one
           *   (or both) of the bodies has a value of 0, then the category/mask rules apply as follows:
           *
           * Each body belongs to a collision category, given by `collisionFilter.category`. This
           * value is used as a bit field and the category should have only one bit set, meaning that
           * the value of this property is a power of two in the range [1, 2^31]. Thus, there are 32
           * different collision categories available.
           *
           * Each body also defines a collision bitmask, given by `collisionFilter.mask` which specifies
           * the categories it collides with (the value is the bitwise AND value of all these categories).
           *
           * Using the category/mask rules, two bodies `A` and `B` collide if each includes the other's
           * category in its mask, i.e. `(categoryA & maskB) !== 0` and `(categoryB & maskA) !== 0`
           * are both true.
           *
           * @property collisionFilter
           * @type object
           */

          /**
           * An Integer `Number`, that specifies the collision group this body belongs to.
           * See `body.collisionFilter` for more information.
           *
           * @property collisionFilter.group
           * @type object
           * @default 0
           */

          /**
           * A bit field that specifies the collision category this body belongs to.
           * The category value should have only one bit set, for example `0x0001`.
           * This means there are up to 32 unique collision categories available.
           * See `body.collisionFilter` for more information.
           *
           * @property collisionFilter.category
           * @type object
           * @default 1
           */

          /**
           * A bit mask that specifies the collision categories this body may collide with.
           * See `body.collisionFilter` for more information.
           *
           * @property collisionFilter.mask
           * @type object
           * @default -1
           */

          /**
           * A `Number` that specifies a tolerance on how far a body is allowed to 'sink' or rotate into other bodies.
           * Avoid changing this value unless you understand the purpose of `slop` in physics engines.
           * The default should generally suffice, although very large bodies may require larger values for stable stacking.
           *
           * @property slop
           * @type number
           * @default 0.05
           */

          /**
           * A `Number` that allows per-body time scaling, e.g. a force-field where bodies inside are in slow-motion, while others are at full speed.
           *
           * @property timeScale
           * @type number
           * @default 1
           */

          /**
           * An `Object` that defines the rendering properties to be consumed by the module `Matter.Render`.
           *
           * @property render
           * @type object
           */

          /**
           * A flag that indicates if the body should be rendered.
           *
           * @property render.visible
           * @type boolean
           * @default true
           */

          /**
           * Sets the opacity to use when rendering.
           *
           * @property render.opacity
           * @type number
           * @default 1
           */

          /**
           * An `Object` that defines the sprite properties to use when rendering, if any.
           *
           * @property render.sprite
           * @type object
           */

          /**
           * An `String` that defines the path to the image to use as the sprite texture, if any.
           *
           * @property render.sprite.texture
           * @type string
           */

          /**
           * A `Number` that defines the scaling in the x-axis for the sprite, if any.
           *
           * @property render.sprite.xScale
           * @type number
           * @default 1
           */

          /**
           * A `Number` that defines the scaling in the y-axis for the sprite, if any.
           *
           * @property render.sprite.yScale
           * @type number
           * @default 1
           */

          /**
           * A `Number` that defines the offset in the x-axis for the sprite (normalised by texture width).
           *
           * @property render.sprite.xOffset
           * @type number
           * @default 0
           */

          /**
           * A `Number` that defines the offset in the y-axis for the sprite (normalised by texture height).
           *
           * @property render.sprite.yOffset
           * @type number
           * @default 0
           */

          /**
           * A `Number` that defines the line width to use when rendering the body outline (if a sprite is not defined).
           * A value of `0` means no outline will be rendered.
           *
           * @property render.lineWidth
           * @type number
           * @default 0
           */

          /**
           * A `String` that defines the fill style to use when rendering the body (if a sprite is not defined).
           * It is the same as when using a canvas, so it accepts CSS style property values.
           *
           * @property render.fillStyle
           * @type string
           * @default a random colour
           */

          /**
           * A `String` that defines the stroke style to use when rendering the body outline (if a sprite is not defined).
           * It is the same as when using a canvas, so it accepts CSS style property values.
           *
           * @property render.strokeStyle
           * @type string
           * @default a random colour
           */

          /**
           * An array of unique axis vectors (edge normals) used for collision detection.
           * These are automatically calculated from the given convex hull (`vertices` array) in `Body.create`.
           * They are constantly updated by `Body.update` during the simulation.
           *
           * @property axes
           * @type vector[]
           */

          /**
           * A `Number` that _measures_ the area of the body's convex hull, calculated at creation by `Body.create`.
           *
           * @property area
           * @type string
           * @default
           */

          /**
           * A `Bounds` object that defines the AABB region for the body.
           * It is automatically calculated from the given convex hull (`vertices` array) in `Body.create` and constantly updated by `Body.update` during simulation.
           *
           * @property bounds
           * @type bounds
           */
        })();

        /***/
      },
      /* 7 */
      /***/ function (module, exports, __webpack_require__) {
        /**
         * The `Matter.Sleeping` module contains methods to manage the sleeping state of bodies.
         *
         * @class Sleeping
         */

        var Sleeping = {};

        module.exports = Sleeping;

        var Events = __webpack_require__(4);

        (function () {
          Sleeping._motionWakeThreshold = 0.18;
          Sleeping._motionSleepThreshold = 0.08;
          Sleeping._minBias = 0.9;

          /**
           * Puts bodies to sleep or wakes them up depending on their motion.
           * @method update
           * @param {body[]} bodies
           * @param {number} timeScale
           */
          Sleeping.update = function (bodies, timeScale) {
            var timeFactor = timeScale * timeScale * timeScale;

            // update bodies sleeping status
            for (var i = 0; i < bodies.length; i++) {
              var body = bodies[i],
                motion = body.speed * body.speed + body.angularSpeed * body.angularSpeed;

              // wake up bodies if they have a force applied
              if (body.force.x !== 0 || body.force.y !== 0) {
                Sleeping.set(body, false);
                continue;
              }

              var minMotion = Math.min(body.motion, motion),
                maxMotion = Math.max(body.motion, motion);

              // biased average motion estimation between frames
              body.motion = Sleeping._minBias * minMotion + (1 - Sleeping._minBias) * maxMotion;

              if (body.sleepThreshold > 0 && body.motion < Sleeping._motionSleepThreshold * timeFactor) {
                body.sleepCounter += 1;

                if (body.sleepCounter >= body.sleepThreshold) Sleeping.set(body, true);
              } else if (body.sleepCounter > 0) {
                body.sleepCounter -= 1;
              }
            }
          };

          /**
           * Given a set of colliding pairs, wakes the sleeping bodies involved.
           * @method afterCollisions
           * @param {pair[]} pairs
           * @param {number} timeScale
           */
          Sleeping.afterCollisions = function (pairs, timeScale) {
            var timeFactor = timeScale * timeScale * timeScale;

            // wake up bodies involved in collisions
            for (var i = 0; i < pairs.length; i++) {
              var pair = pairs[i];

              // don't wake inactive pairs
              if (!pair.isActive) continue;

              var collision = pair.collision,
                bodyA = collision.bodyA.parent,
                bodyB = collision.bodyB.parent;

              // don't wake if at least one body is static
              if ((bodyA.isSleeping && bodyB.isSleeping) || bodyA.isStatic || bodyB.isStatic) continue;

              if (bodyA.isSleeping || bodyB.isSleeping) {
                var sleepingBody = bodyA.isSleeping && !bodyA.isStatic ? bodyA : bodyB,
                  movingBody = sleepingBody === bodyA ? bodyB : bodyA;

                if (!sleepingBody.isStatic && movingBody.motion > Sleeping._motionWakeThreshold * timeFactor) {
                  Sleeping.set(sleepingBody, false);
                }
              }
            }
          };

          /**
           * Set a body as sleeping or awake.
           * @method set
           * @param {body} body
           * @param {boolean} isSleeping
           */
          Sleeping.set = function (body, isSleeping) {
            var wasSleeping = body.isSleeping;

            if (isSleeping) {
              body.isSleeping = true;
              body.sleepCounter = body.sleepThreshold;

              body.positionImpulse.x = 0;
              body.positionImpulse.y = 0;

              body.positionPrev.x = body.position.x;
              body.positionPrev.y = body.position.y;

              body.anglePrev = body.angle;
              body.speed = 0;
              body.angularSpeed = 0;
              body.motion = 0;

              if (!wasSleeping) {
                Events.trigger(body, 'sleepStart');
              }
            } else {
              body.isSleeping = false;
              body.sleepCounter = 0;

              if (wasSleeping) {
                Events.trigger(body, 'sleepEnd');
              }
            }
          };
        })();

        /***/
      },
      /* 8 */
      /***/ function (module, exports, __webpack_require__) {
        /**
         * The `Matter.Constraint` module contains methods for creating and manipulating constraints.
         * Constraints are used for specifying that a fixed distance must be maintained between two bodies (or a body and a fixed world-space position).
         * The stiffness of constraints can be modified to create springs or elastic.
         *
         * See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples).
         *
         * @class Constraint
         */

        var Constraint = {};

        module.exports = Constraint;

        var Vertices = __webpack_require__(3);
        var Vector = __webpack_require__(2);
        var Sleeping = __webpack_require__(7);
        var Bounds = __webpack_require__(1);
        var Axes = __webpack_require__(15);
        var Common = __webpack_require__(0);

        (function () {
          Constraint._warming = 0.4;
          Constraint._torqueDampen = 1;
          Constraint._minLength = 0.000001;

          /**
           * Creates a new constraint.
           * All properties have default values, and many are pre-calculated automatically based on other properties.
           * To simulate a revolute constraint (or pin joint) set `length: 0` and a high `stiffness` value (e.g. `0.7` or above).
           * If the constraint is unstable, try lowering the `stiffness` value and / or increasing `engine.constraintIterations`.
           * For compound bodies, constraints must be applied to the parent body (not one of its parts).
           * See the properties section below for detailed information on what you can pass via the `options` object.
           * @method create
           * @param {} options
           * @return {constraint} constraint
           */
          Constraint.create = function (options) {
            var constraint = options;

            // if bodies defined but no points, use body centre
            if (constraint.bodyA && !constraint.pointA) constraint.pointA = { x: 0, y: 0 };
            if (constraint.bodyB && !constraint.pointB) constraint.pointB = { x: 0, y: 0 };

            // calculate static length using initial world space points
            var initialPointA = constraint.bodyA
                ? Vector.add(constraint.bodyA.position, constraint.pointA)
                : constraint.pointA,
              initialPointB = constraint.bodyB
                ? Vector.add(constraint.bodyB.position, constraint.pointB)
                : constraint.pointB,
              length = Vector.magnitude(Vector.sub(initialPointA, initialPointB));

            constraint.length = typeof constraint.length !== 'undefined' ? constraint.length : length;

            // option defaults
            constraint.id = constraint.id || Common.nextId();
            constraint.label = constraint.label || 'Constraint';
            constraint.type = 'constraint';
            constraint.stiffness = constraint.stiffness || (constraint.length > 0 ? 1 : 0.7);
            constraint.damping = constraint.damping || 0;
            constraint.angularStiffness = constraint.angularStiffness || 0;
            constraint.angleA = constraint.bodyA ? constraint.bodyA.angle : constraint.angleA;
            constraint.angleB = constraint.bodyB ? constraint.bodyB.angle : constraint.angleB;
            constraint.plugin = {};

            // render
            var render = {
              visible: true,
              lineWidth: 2,
              strokeStyle: '#ffffff',
              type: 'line',
              anchors: true,
            };

            if (constraint.length === 0 && constraint.stiffness > 0.1) {
              render.type = 'pin';
              render.anchors = false;
            } else if (constraint.stiffness < 0.9) {
              render.type = 'spring';
            }

            constraint.render = Common.extend(render, constraint.render);

            return constraint;
          };

          /**
           * Prepares for solving by constraint warming.
           * @private
           * @method preSolveAll
           * @param {body[]} bodies
           */
          Constraint.preSolveAll = function (bodies) {
            for (var i = 0; i < bodies.length; i += 1) {
              var body = bodies[i],
                impulse = body.constraintImpulse;

              if (body.isStatic || (impulse.x === 0 && impulse.y === 0 && impulse.angle === 0)) {
                continue;
              }

              body.position.x += impulse.x;
              body.position.y += impulse.y;
              body.angle += impulse.angle;
            }
          };

          /**
           * Solves all constraints in a list of collisions.
           * @private
           * @method solveAll
           * @param {constraint[]} constraints
           * @param {number} timeScale
           */
          Constraint.solveAll = function (constraints, timeScale) {
            // Solve fixed constraints first.
            for (var i = 0; i < constraints.length; i += 1) {
              var constraint = constraints[i],
                fixedA = !constraint.bodyA || (constraint.bodyA && constraint.bodyA.isStatic),
                fixedB = !constraint.bodyB || (constraint.bodyB && constraint.bodyB.isStatic);

              if (fixedA || fixedB) {
                Constraint.solve(constraints[i], timeScale);
              }
            }

            // Solve free constraints last.
            for (i = 0; i < constraints.length; i += 1) {
              constraint = constraints[i];
              fixedA = !constraint.bodyA || (constraint.bodyA && constraint.bodyA.isStatic);
              fixedB = !constraint.bodyB || (constraint.bodyB && constraint.bodyB.isStatic);

              if (!fixedA && !fixedB) {
                Constraint.solve(constraints[i], timeScale);
              }
            }
          };

          /**
           * Solves a distance constraint with Gauss-Siedel method.
           * @private
           * @method solve
           * @param {constraint} constraint
           * @param {number} timeScale
           */
          Constraint.solve = function (constraint, timeScale) {
            var bodyA = constraint.bodyA,
              bodyB = constraint.bodyB,
              pointA = constraint.pointA,
              pointB = constraint.pointB;

            if (!bodyA && !bodyB) return;

            // update reference angle
            if (bodyA && !bodyA.isStatic) {
              Vector.rotate(pointA, bodyA.angle - constraint.angleA, pointA);
              constraint.angleA = bodyA.angle;
            }

            // update reference angle
            if (bodyB && !bodyB.isStatic) {
              Vector.rotate(pointB, bodyB.angle - constraint.angleB, pointB);
              constraint.angleB = bodyB.angle;
            }

            var pointAWorld = pointA,
              pointBWorld = pointB;

            if (bodyA) pointAWorld = Vector.add(bodyA.position, pointA);
            if (bodyB) pointBWorld = Vector.add(bodyB.position, pointB);

            if (!pointAWorld || !pointBWorld) return;

            var delta = Vector.sub(pointAWorld, pointBWorld),
              currentLength = Vector.magnitude(delta);

            // prevent singularity
            if (currentLength < Constraint._minLength) {
              currentLength = Constraint._minLength;
            }

            // solve distance constraint with Gauss-Siedel method
            var difference = (currentLength - constraint.length) / currentLength,
              stiffness = constraint.stiffness < 1 ? constraint.stiffness * timeScale : constraint.stiffness,
              force = Vector.mult(delta, difference * stiffness),
              massTotal = (bodyA ? bodyA.inverseMass : 0) + (bodyB ? bodyB.inverseMass : 0),
              inertiaTotal = (bodyA ? bodyA.inverseInertia : 0) + (bodyB ? bodyB.inverseInertia : 0),
              resistanceTotal = massTotal + inertiaTotal,
              torque,
              share,
              normal,
              normalVelocity,
              relativeVelocity;

            if (constraint.damping) {
              var zero = Vector.create();
              normal = Vector.div(delta, currentLength);

              relativeVelocity = Vector.sub(
                (bodyB && Vector.sub(bodyB.position, bodyB.positionPrev)) || zero,
                (bodyA && Vector.sub(bodyA.position, bodyA.positionPrev)) || zero,
              );

              normalVelocity = Vector.dot(normal, relativeVelocity);
            }

            if (bodyA && !bodyA.isStatic) {
              share = bodyA.inverseMass / massTotal;

              // keep track of applied impulses for post solving
              bodyA.constraintImpulse.x -= force.x * share;
              bodyA.constraintImpulse.y -= force.y * share;

              // apply forces
              bodyA.position.x -= force.x * share;
              bodyA.position.y -= force.y * share;

              // apply damping
              if (constraint.damping) {
                bodyA.positionPrev.x -= constraint.damping * normal.x * normalVelocity * share;
                bodyA.positionPrev.y -= constraint.damping * normal.y * normalVelocity * share;
              }

              // apply torque
              torque =
                (Vector.cross(pointA, force) / resistanceTotal) *
                Constraint._torqueDampen *
                bodyA.inverseInertia *
                (1 - constraint.angularStiffness);
              bodyA.constraintImpulse.angle -= torque;
              bodyA.angle -= torque;
            }

            if (bodyB && !bodyB.isStatic) {
              share = bodyB.inverseMass / massTotal;

              // keep track of applied impulses for post solving
              bodyB.constraintImpulse.x += force.x * share;
              bodyB.constraintImpulse.y += force.y * share;

              // apply forces
              bodyB.position.x += force.x * share;
              bodyB.position.y += force.y * share;

              // apply damping
              if (constraint.damping) {
                bodyB.positionPrev.x += constraint.damping * normal.x * normalVelocity * share;
                bodyB.positionPrev.y += constraint.damping * normal.y * normalVelocity * share;
              }

              // apply torque
              torque =
                (Vector.cross(pointB, force) / resistanceTotal) *
                Constraint._torqueDampen *
                bodyB.inverseInertia *
                (1 - constraint.angularStiffness);
              bodyB.constraintImpulse.angle += torque;
              bodyB.angle += torque;
            }
          };

          /**
           * Performs body updates required after solving constraints.
           * @private
           * @method postSolveAll
           * @param {body[]} bodies
           */
          Constraint.postSolveAll = function (bodies) {
            for (var i = 0; i < bodies.length; i++) {
              var body = bodies[i],
                impulse = body.constraintImpulse;

              if (body.isStatic || (impulse.x === 0 && impulse.y === 0 && impulse.angle === 0)) {
                continue;
              }

              Sleeping.set(body, false);

              // update geometry and reset
              for (var j = 0; j < body.parts.length; j++) {
                var part = body.parts[j];

                Vertices.translate(part.vertices, impulse);

                if (j > 0) {
                  part.position.x += impulse.x;
                  part.position.y += impulse.y;
                }

                if (impulse.angle !== 0) {
                  Vertices.rotate(part.vertices, impulse.angle, body.position);
                  Axes.rotate(part.axes, impulse.angle);
                  if (j > 0) {
                    Vector.rotateAbout(part.position, impulse.angle, body.position, part.position);
                  }
                }

                Bounds.update(part.bounds, part.vertices, body.velocity);
              }

              // dampen the cached impulse for warming next step
              impulse.angle *= Constraint._warming;
              impulse.x *= Constraint._warming;
              impulse.y *= Constraint._warming;
            }
          };

          /**
           * Returns the world-space position of `constraint.pointA`, accounting for `constraint.bodyA`.
           * @method pointAWorld
           * @param {constraint} constraint
           * @returns {vector} the world-space position
           */
          Constraint.pointAWorld = function (constraint) {
            return {
              x: (constraint.bodyA ? constraint.bodyA.position.x : 0) + constraint.pointA.x,
              y: (constraint.bodyA ? constraint.bodyA.position.y : 0) + constraint.pointA.y,
            };
          };

          /**
           * Returns the world-space position of `constraint.pointB`, accounting for `constraint.bodyB`.
           * @method pointBWorld
           * @param {constraint} constraint
           * @returns {vector} the world-space position
           */
          Constraint.pointBWorld = function (constraint) {
            return {
              x: (constraint.bodyB ? constraint.bodyB.position.x : 0) + constraint.pointB.x,
              y: (constraint.bodyB ? constraint.bodyB.position.y : 0) + constraint.pointB.y,
            };
          };

          /*
           *
           *  Properties Documentation
           *
           */

          /**
           * An integer `Number` uniquely identifying number generated in `Composite.create` by `Common.nextId`.
           *
           * @property id
           * @type number
           */

          /**
           * A `String` denoting the type of object.
           *
           * @property type
           * @type string
           * @default "constraint"
           * @readOnly
           */

          /**
           * An arbitrary `String` name to help the user identify and manage bodies.
           *
           * @property label
           * @type string
           * @default "Constraint"
           */

          /**
           * An `Object` that defines the rendering properties to be consumed by the module `Matter.Render`.
           *
           * @property render
           * @type object
           */

          /**
           * A flag that indicates if the constraint should be rendered.
           *
           * @property render.visible
           * @type boolean
           * @default true
           */

          /**
           * A `Number` that defines the line width to use when rendering the constraint outline.
           * A value of `0` means no outline will be rendered.
           *
           * @property render.lineWidth
           * @type number
           * @default 2
           */

          /**
           * A `String` that defines the stroke style to use when rendering the constraint outline.
           * It is the same as when using a canvas, so it accepts CSS style property values.
           *
           * @property render.strokeStyle
           * @type string
           * @default a random colour
           */

          /**
           * A `String` that defines the constraint rendering type.
           * The possible values are 'line', 'pin', 'spring'.
           * An appropriate render type will be automatically chosen unless one is given in options.
           *
           * @property render.type
           * @type string
           * @default 'line'
           */

          /**
           * A `Boolean` that defines if the constraint's anchor points should be rendered.
           *
           * @property render.anchors
           * @type boolean
           * @default true
           */

          /**
           * The first possible `Body` that this constraint is attached to.
           *
           * @property bodyA
           * @type body
           * @default null
           */

          /**
           * The second possible `Body` that this constraint is attached to.
           *
           * @property bodyB
           * @type body
           * @default null
           */

          /**
           * A `Vector` that specifies the offset of the constraint from center of the `constraint.bodyA` if defined, otherwise a world-space position.
           *
           * @property pointA
           * @type vector
           * @default { x: 0, y: 0 }
           */

          /**
           * A `Vector` that specifies the offset of the constraint from center of the `constraint.bodyB` if defined, otherwise a world-space position.
           *
           * @property pointB
           * @type vector
           * @default { x: 0, y: 0 }
           */

          /**
           * A `Number` that specifies the stiffness of the constraint, i.e. the rate at which it returns to its resting `constraint.length`.
           * A value of `1` means the constraint should be very stiff.
           * A value of `0.2` means the constraint acts like a soft spring.
           *
           * @property stiffness
           * @type number
           * @default 1
           */

          /**
           * A `Number` that specifies the damping of the constraint,
           * i.e. the amount of resistance applied to each body based on their velocities to limit the amount of oscillation.
           * Damping will only be apparent when the constraint also has a very low `stiffness`.
           * A value of `0.1` means the constraint will apply heavy damping, resulting in little to no oscillation.
           * A value of `0` means the constraint will apply no damping.
           *
           * @property damping
           * @type number
           * @default 0
           */

          /**
           * A `Number` that specifies the target resting length of the constraint.
           * It is calculated automatically in `Constraint.create` from initial positions of the `constraint.bodyA` and `constraint.bodyB`.
           *
           * @property length
           * @type number
           */

          /**
           * An object reserved for storing plugin-specific properties.
           *
           * @property plugin
           * @type {}
           */
        })();

        /***/
      },
      /* 9 */
      /***/ function (module, exports, __webpack_require__) {
        /**
         * The `Matter.Pair` module contains methods for creating and manipulating collision pairs.
         *
         * @class Pair
         */

        var Pair = {};

        module.exports = Pair;

        var Contact = __webpack_require__(18);

        (function () {
          /**
           * Creates a pair.
           * @method create
           * @param {collision} collision
           * @param {number} timestamp
           * @return {pair} A new pair
           */
          Pair.create = function (collision, timestamp) {
            var bodyA = collision.bodyA,
              bodyB = collision.bodyB,
              parentA = collision.parentA,
              parentB = collision.parentB;

            var pair = {
              id: Pair.id(bodyA, bodyB),
              bodyA: bodyA,
              bodyB: bodyB,
              contacts: {},
              activeContacts: [],
              separation: 0,
              isActive: true,
              confirmedActive: true,
              isSensor: bodyA.isSensor || bodyB.isSensor,
              timeCreated: timestamp,
              timeUpdated: timestamp,
              inverseMass: parentA.inverseMass + parentB.inverseMass,
              friction: Math.min(parentA.friction, parentB.friction),
              frictionStatic: Math.max(parentA.frictionStatic, parentB.frictionStatic),
              restitution: Math.max(parentA.restitution, parentB.restitution),
              slop: Math.max(parentA.slop, parentB.slop),
            };

            Pair.update(pair, collision, timestamp);

            return pair;
          };

          /**
           * Updates a pair given a collision.
           * @method update
           * @param {pair} pair
           * @param {collision} collision
           * @param {number} timestamp
           */
          Pair.update = function (pair, collision, timestamp) {
            var contacts = pair.contacts,
              supports = collision.supports,
              activeContacts = pair.activeContacts,
              parentA = collision.parentA,
              parentB = collision.parentB;

            pair.collision = collision;
            pair.inverseMass = parentA.inverseMass + parentB.inverseMass;
            pair.friction = Math.min(parentA.friction, parentB.friction);
            pair.frictionStatic = Math.max(parentA.frictionStatic, parentB.frictionStatic);
            pair.restitution = Math.max(parentA.restitution, parentB.restitution);
            pair.slop = Math.max(parentA.slop, parentB.slop);
            activeContacts.length = 0;

            if (collision.collided) {
              for (var i = 0; i < supports.length; i++) {
                var support = supports[i],
                  contactId = Contact.id(support),
                  contact = contacts[contactId];

                if (contact) {
                  activeContacts.push(contact);
                } else {
                  activeContacts.push((contacts[contactId] = Contact.create(support)));
                }
              }

              pair.separation = collision.depth;
              Pair.setActive(pair, true, timestamp);
            } else {
              if (pair.isActive === true) Pair.setActive(pair, false, timestamp);
            }
          };

          /**
           * Set a pair as active or inactive.
           * @method setActive
           * @param {pair} pair
           * @param {bool} isActive
           * @param {number} timestamp
           */
          Pair.setActive = function (pair, isActive, timestamp) {
            if (isActive) {
              pair.isActive = true;
              pair.timeUpdated = timestamp;
            } else {
              pair.isActive = false;
              pair.activeContacts.length = 0;
            }
          };

          /**
           * Get the id for the given pair.
           * @method id
           * @param {body} bodyA
           * @param {body} bodyB
           * @return {string} Unique pairId
           */
          Pair.id = function (bodyA, bodyB) {
            if (bodyA.id < bodyB.id) {
              return 'A' + bodyA.id + 'B' + bodyB.id;
            } else {
              return 'A' + bodyB.id + 'B' + bodyA.id;
            }
          };
        })();

        /***/
      },
      /* 10 */
      /***/ function (module, exports, __webpack_require__) {
        /**
         * The `Matter.Render` module is a simple HTML5 canvas based renderer for visualising instances of `Matter.Engine`.
         * It is intended for development and debugging purposes, but may also be suitable for simple games.
         * It includes a number of drawing options including wireframe, vector with support for sprites and viewports.
         *
         * @class Render
         */

        var Render = {};

        module.exports = Render;

        var Common = __webpack_require__(0);
        var Composite = __webpack_require__(5);
        var Bounds = __webpack_require__(1);
        var Events = __webpack_require__(4);
        var Grid = __webpack_require__(11);
        var Vector = __webpack_require__(2);
        var Mouse = __webpack_require__(14);

        (function () {
          var _requestAnimationFrame, _cancelAnimationFrame;

          if (typeof window !== 'undefined') {
            _requestAnimationFrame =
              window.requestAnimationFrame ||
              window.webkitRequestAnimationFrame ||
              window.mozRequestAnimationFrame ||
              window.msRequestAnimationFrame ||
              function (callback) {
                window.setTimeout(function () {
                  callback(Common.now());
                }, 1000 / 60);
              };

            _cancelAnimationFrame =
              window.cancelAnimationFrame ||
              window.mozCancelAnimationFrame ||
              window.webkitCancelAnimationFrame ||
              window.msCancelAnimationFrame;
          }

          /**
           * Creates a new renderer. The options parameter is an object that specifies any properties you wish to override the defaults.
           * All properties have default values, and many are pre-calculated automatically based on other properties.
           * See the properties section below for detailed information on what you can pass via the `options` object.
           * @method create
           * @param {object} [options]
           * @return {render} A new renderer
           */
          Render.create = function (options) {
            var defaults = {
              controller: Render,
              engine: null,
              element: null,
              canvas: null,
              mouse: null,
              frameRequestId: null,
              options: {
                width: 800,
                height: 600,
                pixelRatio: 1,
                background: '#18181d',
                wireframeBackground: '#0f0f13',
                hasBounds: !!options.bounds,
                enabled: true,
                wireframes: true,
                showSleeping: true,
                showDebug: false,
                showBroadphase: false,
                showBounds: false,
                showVelocity: false,
                showCollisions: false,
                showSeparations: false,
                showAxes: false,
                showPositions: false,
                showAngleIndicator: false,
                showIds: false,
                showShadows: false,
                showVertexNumbers: false,
                showConvexHulls: false,
                showInternalEdges: false,
                showMousePosition: false,
              },
            };

            var render = Common.extend(defaults, options);

            if (render.canvas) {
              render.canvas.width = render.options.width || render.canvas.width;
              render.canvas.height = render.options.height || render.canvas.height;
            }

            render.mouse = options.mouse;
            render.engine = options.engine;
            render.canvas = render.canvas || _createCanvas(render.options.width, render.options.height);
            render.context = render.canvas.getContext('2d');
            render.textures = {};

            render.bounds = render.bounds || {
              min: {
                x: 0,
                y: 0,
              },
              max: {
                x: render.canvas.width,
                y: render.canvas.height,
              },
            };

            if (render.options.pixelRatio !== 1) {
              Render.setPixelRatio(render, render.options.pixelRatio);
            }

            if (Common.isElement(render.element)) {
              render.element.appendChild(render.canvas);
            } else if (!render.canvas.parentNode) {
              Common.log(
                'Render.create: options.element was undefined, render.canvas was created but not appended',
                'warn',
              );
            }

            return render;
          };

          /**
           * Continuously updates the render canvas on the `requestAnimationFrame` event.
           * @method run
           * @param {render} render
           */
          Render.run = function (render) {
            (function loop(time) {
              render.frameRequestId = _requestAnimationFrame(loop);
              Render.world(render);
            })();
          };

          /**
           * Ends execution of `Render.run` on the given `render`, by canceling the animation frame request event loop.
           * @method stop
           * @param {render} render
           */
          Render.stop = function (render) {
            _cancelAnimationFrame(render.frameRequestId);
          };

          /**
           * Sets the pixel ratio of the renderer and updates the canvas.
           * To automatically detect the correct ratio, pass the string `'auto'` for `pixelRatio`.
           * @method setPixelRatio
           * @param {render} render
           * @param {number} pixelRatio
           */
          Render.setPixelRatio = function (render, pixelRatio) {
            var options = render.options,
              canvas = render.canvas;

            if (pixelRatio === 'auto') {
              pixelRatio = _getPixelRatio(canvas);
            }

            options.pixelRatio = pixelRatio;
            canvas.setAttribute('data-pixel-ratio', pixelRatio);
            canvas.width = options.width * pixelRatio;
            canvas.height = options.height * pixelRatio;
            canvas.style.width = options.width / 2 + 'px';
            canvas.style.height = options.height / 2 + 'px';
          };

          /**
           * Positions and sizes the viewport around the given object bounds.
           * Objects must have at least one of the following properties:
           * - `object.bounds`
           * - `object.position`
           * - `object.min` and `object.max`
           * - `object.x` and `object.y`
           * @method lookAt
           * @param {render} render
           * @param {object[]} objects
           * @param {vector} [padding]
           * @param {bool} [center=true]
           */
          Render.lookAt = function (render, objects, padding, center) {
            center = typeof center !== 'undefined' ? center : true;
            objects = Common.isArray(objects) ? objects : [objects];
            padding = padding || {
              x: 0,
              y: 0,
            };

            // find bounds of all objects
            var bounds = {
              min: { x: Infinity, y: Infinity },
              max: { x: -Infinity, y: -Infinity },
            };

            for (var i = 0; i < objects.length; i += 1) {
              var object = objects[i],
                min = object.bounds ? object.bounds.min : object.min || object.position || object,
                max = object.bounds ? object.bounds.max : object.max || object.position || object;

              if (min && max) {
                if (min.x < bounds.min.x) bounds.min.x = min.x;

                if (max.x > bounds.max.x) bounds.max.x = max.x;

                if (min.y < bounds.min.y) bounds.min.y = min.y;

                if (max.y > bounds.max.y) bounds.max.y = max.y;
              }
            }

            // find ratios
            var width = bounds.max.x - bounds.min.x + 2 * padding.x,
              height = bounds.max.y - bounds.min.y + 2 * padding.y,
              viewHeight = render.canvas.height,
              viewWidth = render.canvas.width,
              outerRatio = viewWidth / viewHeight,
              innerRatio = width / height,
              scaleX = 1,
              scaleY = 1;

            // find scale factor
            if (innerRatio > outerRatio) {
              scaleY = innerRatio / outerRatio;
            } else {
              scaleX = outerRatio / innerRatio;
            }

            // enable bounds
            render.options.hasBounds = true;

            // position and size
            render.bounds.min.x = bounds.min.x;
            render.bounds.max.x = bounds.min.x + width * scaleX;
            render.bounds.min.y = bounds.min.y;
            render.bounds.max.y = bounds.min.y + height * scaleY;

            // center
            if (center) {
              render.bounds.min.x += width * 0.5 - width * scaleX * 0.5;
              render.bounds.max.x += width * 0.5 - width * scaleX * 0.5;
              render.bounds.min.y += height * 0.5 - height * scaleY * 0.5;
              render.bounds.max.y += height * 0.5 - height * scaleY * 0.5;
            }

            // padding
            render.bounds.min.x -= padding.x;
            render.bounds.max.x -= padding.x;
            render.bounds.min.y -= padding.y;
            render.bounds.max.y -= padding.y;

            // update mouse
            if (render.mouse) {
              Mouse.setScale(render.mouse, {
                x: (render.bounds.max.x - render.bounds.min.x) / render.canvas.width,
                y: (render.bounds.max.y - render.bounds.min.y) / render.canvas.height,
              });

              Mouse.setOffset(render.mouse, render.bounds.min);
            }
          };

          /**
           * Applies viewport transforms based on `render.bounds` to a render context.
           * @method startViewTransform
           * @param {render} render
           */
          Render.startViewTransform = function (render) {
            var boundsWidth = render.bounds.max.x - render.bounds.min.x,
              boundsHeight = render.bounds.max.y - render.bounds.min.y,
              boundsScaleX = boundsWidth / render.options.width,
              boundsScaleY = boundsHeight / render.options.height;

            render.context.setTransform(
              render.options.pixelRatio / boundsScaleX,
              0,
              0,
              render.options.pixelRatio / boundsScaleY,
              0,
              0,
            );

            render.context.translate(-render.bounds.min.x, -render.bounds.min.y);
          };

          /**
           * Resets all transforms on the render context.
           * @method endViewTransform
           * @param {render} render
           */
          Render.endViewTransform = function (render) {
            render.context.setTransform(render.options.pixelRatio, 0, 0, render.options.pixelRatio, 0, 0);
          };

          /**
           * Renders the given `engine`'s `Matter.World` object.
           * This is the entry point for all rendering and should be called every time the scene changes.
           * @method world
           * @param {render} render
           */
          Render.world = function (render) {
            var engine = render.engine,
              world = engine.world,
              canvas = render.canvas,
              context = render.context,
              options = render.options,
              allBodies = Composite.allBodies(world),
              allConstraints = Composite.allConstraints(world),
              background = options.wireframes ? options.wireframeBackground : options.background,
              bodies = [],
              constraints = [],
              i;

            var event = {
              timestamp: engine.timing.timestamp,
            };

            Events.trigger(render, 'beforeRender', event);

            // apply background if it has changed
            if (render.currentBackground !== background) _applyBackground(render, background);

            // clear the canvas with a transparent fill, to allow the canvas background to show
            context.globalCompositeOperation = 'source-in';
            context.fillStyle = 'transparent';
            context.fillRect(0, 0, canvas.width, canvas.height);
            context.globalCompositeOperation = 'source-over';

            // handle bounds
            if (options.hasBounds) {
              // filter out bodies that are not in view
              for (i = 0; i < allBodies.length; i++) {
                var body = allBodies[i];
                if (Bounds.overlaps(body.bounds, render.bounds)) bodies.push(body);
              }

              // filter out constraints that are not in view
              for (i = 0; i < allConstraints.length; i++) {
                var constraint = allConstraints[i],
                  bodyA = constraint.bodyA,
                  bodyB = constraint.bodyB,
                  pointAWorld = constraint.pointA,
                  pointBWorld = constraint.pointB;

                if (bodyA) pointAWorld = Vector.add(bodyA.position, constraint.pointA);
                if (bodyB) pointBWorld = Vector.add(bodyB.position, constraint.pointB);

                if (!pointAWorld || !pointBWorld) continue;

                if (Bounds.contains(render.bounds, pointAWorld) || Bounds.contains(render.bounds, pointBWorld))
                  constraints.push(constraint);
              }

              // transform the view
              Render.startViewTransform(render);

              // update mouse
              if (render.mouse) {
                Mouse.setScale(render.mouse, {
                  x: (render.bounds.max.x - render.bounds.min.x) / render.options.width,
                  y: (render.bounds.max.y - render.bounds.min.y) / render.options.height,
                });

                Mouse.setOffset(render.mouse, render.bounds.min);
              }
            } else {
              constraints = allConstraints;
              bodies = allBodies;

              if (render.options.pixelRatio !== 1) {
                render.context.setTransform(render.options.pixelRatio, 0, 0, render.options.pixelRatio, 0, 0);
              }
            }

            if (!options.wireframes || (engine.enableSleeping && options.showSleeping)) {
              // fully featured rendering of bodies
              Render.bodies(render, bodies, context);
            } else {
              if (options.showConvexHulls) Render.bodyConvexHulls(render, bodies, context);

              // optimised method for wireframes only
              Render.bodyWireframes(render, bodies, context);
            }

            if (options.showBounds) Render.bodyBounds(render, bodies, context);

            if (options.showAxes || options.showAngleIndicator) Render.bodyAxes(render, bodies, context);

            if (options.showPositions) Render.bodyPositions(render, bodies, context);

            if (options.showVelocity) Render.bodyVelocity(render, bodies, context);

            if (options.showIds) Render.bodyIds(render, bodies, context);

            if (options.showSeparations) Render.separations(render, engine.pairs.list, context);

            if (options.showCollisions) Render.collisions(render, engine.pairs.list, context);

            if (options.showVertexNumbers) Render.vertexNumbers(render, bodies, context);

            if (options.showMousePosition) Render.mousePosition(render, render.mouse, context);

            Render.constraints(constraints, context);

            if (options.showBroadphase && engine.broadphase.controller === Grid)
              Render.grid(render, engine.broadphase, context);

            if (options.showDebug) Render.debug(render, context);

            if (options.hasBounds) {
              // revert view transforms
              Render.endViewTransform(render);
            }

            Events.trigger(render, 'afterRender', event);
          };

          /**
           * Description
           * @private
           * @method debug
           * @param {render} render
           * @param {RenderingContext} context
           */
          Render.debug = function (render, context) {
            var c = context,
              engine = render.engine,
              world = engine.world,
              metrics = engine.metrics,
              options = render.options,
              bodies = Composite.allBodies(world),
              space = '    ';

            if (engine.timing.timestamp - (render.debugTimestamp || 0) >= 500) {
              var text = '';

              if (metrics.timing) {
                text += 'fps: ' + Math.round(metrics.timing.fps) + space;
              }

              // @if DEBUG
              if (metrics.extended) {
                if (metrics.timing) {
                  text += 'delta: ' + metrics.timing.delta.toFixed(3) + space;
                  text += 'correction: ' + metrics.timing.correction.toFixed(3) + space;
                }

                text += 'bodies: ' + bodies.length + space;

                if (engine.broadphase.controller === Grid) text += 'buckets: ' + metrics.buckets + space;

                text += '\n';

                text += 'collisions: ' + metrics.collisions + space;
                text += 'pairs: ' + engine.pairs.list.length + space;
                text += 'broad: ' + metrics.broadEff + space;
                text += 'mid: ' + metrics.midEff + space;
                text += 'narrow: ' + metrics.narrowEff + space;
              }
              // @endif

              render.debugString = text;
              render.debugTimestamp = engine.timing.timestamp;
            }

            if (render.debugString) {
              c.font = '12px Arial';

              if (options.wireframes) {
                c.fillStyle = 'rgba(255,255,255,0.5)';
              } else {
                c.fillStyle = 'rgba(0,0,0,0.5)';
              }

              var split = render.debugString.split('\n');

              for (var i = 0; i < split.length; i++) {
                c.fillText(split[i], 50, 50 + i * 18);
              }
            }
          };

          /**
           * Description
           * @private
           * @method constraints
           * @param {constraint[]} constraints
           * @param {RenderingContext} context
           */
          Render.constraints = function (constraints, context) {
            var c = context;

            for (var i = 0; i < constraints.length; i++) {
              var constraint = constraints[i];

              if (!constraint.render.visible || !constraint.pointA || !constraint.pointB) continue;

              var bodyA = constraint.bodyA,
                bodyB = constraint.bodyB,
                start,
                end;

              if (bodyA) {
                start = Vector.add(bodyA.position, constraint.pointA);
              } else {
                start = constraint.pointA;
              }

              if (constraint.render.type === 'pin') {
                c.beginPath();
                c.arc(start.x, start.y, 3, 0, 2 * Math.PI);
                c.closePath();
              } else {
                if (bodyB) {
                  end = Vector.add(bodyB.position, constraint.pointB);
                } else {
                  end = constraint.pointB;
                }

                c.beginPath();
                c.moveTo(start.x, start.y);

                if (constraint.render.type === 'spring') {
                  var delta = Vector.sub(end, start),
                    normal = Vector.perp(Vector.normalise(delta)),
                    coils = Math.ceil(Common.clamp(constraint.length / 5, 12, 20)),
                    offset;

                  for (var j = 1; j < coils; j += 1) {
                    offset = j % 2 === 0 ? 1 : -1;

                    c.lineTo(
                      start.x + delta.x * (j / coils) + normal.x * offset * 4,
                      start.y + delta.y * (j / coils) + normal.y * offset * 4,
                    );
                  }
                }

                c.lineTo(end.x, end.y);
              }

              if (constraint.render.lineWidth) {
                c.lineWidth = constraint.render.lineWidth;
                c.strokeStyle = constraint.render.strokeStyle;
                c.stroke();
              }

              if (constraint.render.anchors) {
                c.fillStyle = constraint.render.strokeStyle;
                c.beginPath();
                c.arc(start.x, start.y, 3, 0, 2 * Math.PI);
                c.arc(end.x, end.y, 3, 0, 2 * Math.PI);
                c.closePath();
                c.fill();
              }
            }
          };

          /**
           * Description
           * @private
           * @method bodyShadows
           * @param {render} render
           * @param {body[]} bodies
           * @param {RenderingContext} context
           */
          Render.bodyShadows = function (render, bodies, context) {
            var c = context,
              engine = render.engine;

            for (var i = 0; i < bodies.length; i++) {
              var body = bodies[i];

              if (!body.render.visible) continue;

              if (body.circleRadius) {
                c.beginPath();
                c.arc(body.position.x, body.position.y, body.circleRadius, 0, 2 * Math.PI);
                c.closePath();
              } else {
                c.beginPath();
                c.moveTo(body.vertices[0].x, body.vertices[0].y);
                for (var j = 1; j < body.vertices.length; j++) {
                  c.lineTo(body.vertices[j].x, body.vertices[j].y);
                }
                c.closePath();
              }

              var distanceX = body.position.x - render.options.width * 0.5,
                distanceY = body.position.y - render.options.height * 0.2,
                distance = Math.abs(distanceX) + Math.abs(distanceY);

              c.shadowColor = 'rgba(0,0,0,0.15)';
              c.shadowOffsetX = 0.05 * distanceX;
              c.shadowOffsetY = 0.05 * distanceY;
              c.shadowBlur = 1 + 12 * Math.min(1, distance / 1000);

              c.fill();

              c.shadowColor = null;
              c.shadowOffsetX = null;
              c.shadowOffsetY = null;
              c.shadowBlur = null;
            }
          };

          /**
           * Description
           * @private
           * @method bodies
           * @param {render} render
           * @param {body[]} bodies
           * @param {RenderingContext} context
           */
          Render.bodies = function (render, bodies, context) {
            var c = context,
              engine = render.engine,
              options = render.options,
              showInternalEdges = options.showInternalEdges || !options.wireframes,
              body,
              part,
              i,
              k;

            for (i = 0; i < bodies.length; i++) {
              body = bodies[i];

              if (!body.render.visible) continue;

              // handle compound parts
              for (k = body.parts.length > 1 ? 1 : 0; k < body.parts.length; k++) {
                part = body.parts[k];

                if (!part.render.visible) continue;

                if (options.showSleeping && body.isSleeping) {
                  c.globalAlpha = 0.5 * part.render.opacity;
                } else if (part.render.opacity !== 1) {
                  c.globalAlpha = part.render.opacity;
                }

                if (part.render.sprite && part.render.sprite.texture && !options.wireframes) {
                  // part sprite
                  var sprite = part.render.sprite,
                    texture = _getTexture(render, sprite.texture);

                  c.translate(part.position.x, part.position.y);
                  c.rotate(part.angle);

                  c.drawImage(
                    texture,
                    texture.width * -sprite.xOffset * sprite.xScale,
                    texture.height * -sprite.yOffset * sprite.yScale,
                    texture.width * sprite.xScale,
                    texture.height * sprite.yScale,
                  );

                  // revert translation, hopefully faster than save / restore
                  c.rotate(-part.angle);
                  c.translate(-part.position.x, -part.position.y);
                } else {
                  // part polygon
                  if (part.circleRadius) {
                    c.beginPath();
                    c.arc(part.position.x, part.position.y, part.circleRadius, 0, 2 * Math.PI);
                  } else {
                    c.beginPath();
                    c.moveTo(part.vertices[0].x, part.vertices[0].y);

                    for (var j = 1; j < part.vertices.length; j++) {
                      if (!part.vertices[j - 1].isInternal || showInternalEdges) {
                        c.lineTo(part.vertices[j].x, part.vertices[j].y);
                      } else {
                        c.moveTo(part.vertices[j].x, part.vertices[j].y);
                      }

                      if (part.vertices[j].isInternal && !showInternalEdges) {
                        c.moveTo(
                          part.vertices[(j + 1) % part.vertices.length].x,
                          part.vertices[(j + 1) % part.vertices.length].y,
                        );
                      }
                    }

                    c.lineTo(part.vertices[0].x, part.vertices[0].y);
                    c.closePath();
                  }

                  if (!options.wireframes) {
                    c.fillStyle = part.render.fillStyle;

                    if (part.render.lineWidth) {
                      c.lineWidth = part.render.lineWidth;
                      c.strokeStyle = part.render.strokeStyle;
                      c.stroke();
                    }

                    c.fill();
                  } else {
                    c.lineWidth = 1;
                    c.strokeStyle = '#bbb';
                    c.stroke();
                  }
                }

                c.globalAlpha = 1;
              }
            }
          };

          /**
           * Optimised method for drawing body wireframes in one pass
           * @private
           * @method bodyWireframes
           * @param {render} render
           * @param {body[]} bodies
           * @param {RenderingContext} context
           */
          Render.bodyWireframes = function (render, bodies, context) {
            var c = context,
              showInternalEdges = render.options.showInternalEdges,
              body,
              part,
              i,
              j,
              k;

            c.beginPath();

            // render all bodies
            for (i = 0; i < bodies.length; i++) {
              body = bodies[i];

              if (!body.render.visible) continue;

              // handle compound parts
              for (k = body.parts.length > 1 ? 1 : 0; k < body.parts.length; k++) {
                part = body.parts[k];

                c.moveTo(part.vertices[0].x, part.vertices[0].y);

                for (j = 1; j < part.vertices.length; j++) {
                  if (!part.vertices[j - 1].isInternal || showInternalEdges) {
                    c.lineTo(part.vertices[j].x, part.vertices[j].y);
                  } else {
                    c.moveTo(part.vertices[j].x, part.vertices[j].y);
                  }

                  if (part.vertices[j].isInternal && !showInternalEdges) {
                    c.moveTo(
                      part.vertices[(j + 1) % part.vertices.length].x,
                      part.vertices[(j + 1) % part.vertices.length].y,
                    );
                  }
                }

                c.lineTo(part.vertices[0].x, part.vertices[0].y);
              }
            }

            c.lineWidth = 1;
            c.strokeStyle = '#bbb';
            c.stroke();
          };

          /**
           * Optimised method for drawing body convex hull wireframes in one pass
           * @private
           * @method bodyConvexHulls
           * @param {render} render
           * @param {body[]} bodies
           * @param {RenderingContext} context
           */
          Render.bodyConvexHulls = function (render, bodies, context) {
            var c = context,
              body,
              part,
              i,
              j,
              k;

            c.beginPath();

            // render convex hulls
            for (i = 0; i < bodies.length; i++) {
              body = bodies[i];

              if (!body.render.visible || body.parts.length === 1) continue;

              c.moveTo(body.vertices[0].x, body.vertices[0].y);

              for (j = 1; j < body.vertices.length; j++) {
                c.lineTo(body.vertices[j].x, body.vertices[j].y);
              }

              c.lineTo(body.vertices[0].x, body.vertices[0].y);
            }

            c.lineWidth = 1;
            c.strokeStyle = 'rgba(255,255,255,0.2)';
            c.stroke();
          };

          /**
           * Renders body vertex numbers.
           * @private
           * @method vertexNumbers
           * @param {render} render
           * @param {body[]} bodies
           * @param {RenderingContext} context
           */
          Render.vertexNumbers = function (render, bodies, context) {
            var c = context,
              i,
              j,
              k;

            for (i = 0; i < bodies.length; i++) {
              var parts = bodies[i].parts;
              for (k = parts.length > 1 ? 1 : 0; k < parts.length; k++) {
                var part = parts[k];
                for (j = 0; j < part.vertices.length; j++) {
                  c.fillStyle = 'rgba(255,255,255,0.2)';
                  c.fillText(
                    i + '_' + j,
                    part.position.x + (part.vertices[j].x - part.position.x) * 0.8,
                    part.position.y + (part.vertices[j].y - part.position.y) * 0.8,
                  );
                }
              }
            }
          };

          /**
           * Renders mouse position.
           * @private
           * @method mousePosition
           * @param {render} render
           * @param {mouse} mouse
           * @param {RenderingContext} context
           */
          Render.mousePosition = function (render, mouse, context) {
            var c = context;
            c.fillStyle = 'rgba(255,255,255,0.8)';
            c.fillText(mouse.position.x + '  ' + mouse.position.y, mouse.position.x + 5, mouse.position.y - 5);
          };

          /**
           * Draws body bounds
           * @private
           * @method bodyBounds
           * @param {render} render
           * @param {body[]} bodies
           * @param {RenderingContext} context
           */
          Render.bodyBounds = function (render, bodies, context) {
            var c = context,
              engine = render.engine,
              options = render.options;

            c.beginPath();

            for (var i = 0; i < bodies.length; i++) {
              var body = bodies[i];

              if (body.render.visible) {
                var parts = bodies[i].parts;
                for (var j = parts.length > 1 ? 1 : 0; j < parts.length; j++) {
                  var part = parts[j];
                  c.rect(
                    part.bounds.min.x,
                    part.bounds.min.y,
                    part.bounds.max.x - part.bounds.min.x,
                    part.bounds.max.y - part.bounds.min.y,
                  );
                }
              }
            }

            if (options.wireframes) {
              c.strokeStyle = 'rgba(255,255,255,0.08)';
            } else {
              c.strokeStyle = 'rgba(0,0,0,0.1)';
            }

            c.lineWidth = 1;
            c.stroke();
          };

          /**
           * Draws body angle indicators and axes
           * @private
           * @method bodyAxes
           * @param {render} render
           * @param {body[]} bodies
           * @param {RenderingContext} context
           */
          Render.bodyAxes = function (render, bodies, context) {
            var c = context,
              engine = render.engine,
              options = render.options,
              part,
              i,
              j,
              k;

            c.beginPath();

            for (i = 0; i < bodies.length; i++) {
              var body = bodies[i],
                parts = body.parts;

              if (!body.render.visible) continue;

              if (options.showAxes) {
                // render all axes
                for (j = parts.length > 1 ? 1 : 0; j < parts.length; j++) {
                  part = parts[j];
                  for (k = 0; k < part.axes.length; k++) {
                    var axis = part.axes[k];
                    c.moveTo(part.position.x, part.position.y);
                    c.lineTo(part.position.x + axis.x * 20, part.position.y + axis.y * 20);
                  }
                }
              } else {
                for (j = parts.length > 1 ? 1 : 0; j < parts.length; j++) {
                  part = parts[j];
                  for (k = 0; k < part.axes.length; k++) {
                    // render a single axis indicator
                    c.moveTo(part.position.x, part.position.y);
                    c.lineTo(
                      (part.vertices[0].x + part.vertices[part.vertices.length - 1].x) / 2,
                      (part.vertices[0].y + part.vertices[part.vertices.length - 1].y) / 2,
                    );
                  }
                }
              }
            }

            if (options.wireframes) {
              c.strokeStyle = 'indianred';
              c.lineWidth = 1;
            } else {
              c.strokeStyle = 'rgba(255, 255, 255, 0.4)';
              c.globalCompositeOperation = 'overlay';
              c.lineWidth = 2;
            }

            c.stroke();
            c.globalCompositeOperation = 'source-over';
          };

          /**
           * Draws body positions
           * @private
           * @method bodyPositions
           * @param {render} render
           * @param {body[]} bodies
           * @param {RenderingContext} context
           */
          Render.bodyPositions = function (render, bodies, context) {
            var c = context,
              engine = render.engine,
              options = render.options,
              body,
              part,
              i,
              k;

            c.beginPath();

            // render current positions
            for (i = 0; i < bodies.length; i++) {
              body = bodies[i];

              if (!body.render.visible) continue;

              // handle compound parts
              for (k = 0; k < body.parts.length; k++) {
                part = body.parts[k];
                c.arc(part.position.x, part.position.y, 3, 0, 2 * Math.PI, false);
                c.closePath();
              }
            }

            if (options.wireframes) {
              c.fillStyle = 'indianred';
            } else {
              c.fillStyle = 'rgba(0,0,0,0.5)';
            }
            c.fill();

            c.beginPath();

            // render previous positions
            for (i = 0; i < bodies.length; i++) {
              body = bodies[i];
              if (body.render.visible) {
                c.arc(body.positionPrev.x, body.positionPrev.y, 2, 0, 2 * Math.PI, false);
                c.closePath();
              }
            }

            c.fillStyle = 'rgba(255,165,0,0.8)';
            c.fill();
          };

          /**
           * Draws body velocity
           * @private
           * @method bodyVelocity
           * @param {render} render
           * @param {body[]} bodies
           * @param {RenderingContext} context
           */
          Render.bodyVelocity = function (render, bodies, context) {
            var c = context;

            c.beginPath();

            for (var i = 0; i < bodies.length; i++) {
              var body = bodies[i];

              if (!body.render.visible) continue;

              c.moveTo(body.position.x, body.position.y);
              c.lineTo(
                body.position.x + (body.position.x - body.positionPrev.x) * 2,
                body.position.y + (body.position.y - body.positionPrev.y) * 2,
              );
            }

            c.lineWidth = 3;
            c.strokeStyle = 'cornflowerblue';
            c.stroke();
          };

          /**
           * Draws body ids
           * @private
           * @method bodyIds
           * @param {render} render
           * @param {body[]} bodies
           * @param {RenderingContext} context
           */
          Render.bodyIds = function (render, bodies, context) {
            var c = context,
              i,
              j;

            for (i = 0; i < bodies.length; i++) {
              if (!bodies[i].render.visible) continue;

              var parts = bodies[i].parts;
              for (j = parts.length > 1 ? 1 : 0; j < parts.length; j++) {
                var part = parts[j];
                c.font = '12px Arial';
                c.fillStyle = 'rgba(255,255,255,0.5)';
                c.fillText(part.id, part.position.x + 10, part.position.y - 10);
              }
            }
          };

          /**
           * Description
           * @private
           * @method collisions
           * @param {render} render
           * @param {pair[]} pairs
           * @param {RenderingContext} context
           */
          Render.collisions = function (render, pairs, context) {
            var c = context,
              options = render.options,
              pair,
              collision,
              corrected,
              bodyA,
              bodyB,
              i,
              j;

            c.beginPath();

            // render collision positions
            for (i = 0; i < pairs.length; i++) {
              pair = pairs[i];

              if (!pair.isActive) continue;

              collision = pair.collision;
              for (j = 0; j < pair.activeContacts.length; j++) {
                var contact = pair.activeContacts[j],
                  vertex = contact.vertex;
                c.rect(vertex.x - 1.5, vertex.y - 1.5, 3.5, 3.5);
              }
            }

            if (options.wireframes) {
              c.fillStyle = 'rgba(255,255,255,0.7)';
            } else {
              c.fillStyle = 'orange';
            }
            c.fill();

            c.beginPath();

            // render collision normals
            for (i = 0; i < pairs.length; i++) {
              pair = pairs[i];

              if (!pair.isActive) continue;

              collision = pair.collision;

              if (pair.activeContacts.length > 0) {
                var normalPosX = pair.activeContacts[0].vertex.x,
                  normalPosY = pair.activeContacts[0].vertex.y;

                if (pair.activeContacts.length === 2) {
                  normalPosX = (pair.activeContacts[0].vertex.x + pair.activeContacts[1].vertex.x) / 2;
                  normalPosY = (pair.activeContacts[0].vertex.y + pair.activeContacts[1].vertex.y) / 2;
                }

                if (collision.bodyB === collision.supports[0].body || collision.bodyA.isStatic === true) {
                  c.moveTo(normalPosX - collision.normal.x * 8, normalPosY - collision.normal.y * 8);
                } else {
                  c.moveTo(normalPosX + collision.normal.x * 8, normalPosY + collision.normal.y * 8);
                }

                c.lineTo(normalPosX, normalPosY);
              }
            }

            if (options.wireframes) {
              c.strokeStyle = 'rgba(255,165,0,0.7)';
            } else {
              c.strokeStyle = 'orange';
            }

            c.lineWidth = 1;
            c.stroke();
          };

          /**
           * Description
           * @private
           * @method separations
           * @param {render} render
           * @param {pair[]} pairs
           * @param {RenderingContext} context
           */
          Render.separations = function (render, pairs, context) {
            var c = context,
              options = render.options,
              pair,
              collision,
              corrected,
              bodyA,
              bodyB,
              i,
              j;

            c.beginPath();

            // render separations
            for (i = 0; i < pairs.length; i++) {
              pair = pairs[i];

              if (!pair.isActive) continue;

              collision = pair.collision;
              bodyA = collision.bodyA;
              bodyB = collision.bodyB;

              var k = 1;

              if (!bodyB.isStatic && !bodyA.isStatic) k = 0.5;
              if (bodyB.isStatic) k = 0;

              c.moveTo(bodyB.position.x, bodyB.position.y);
              c.lineTo(bodyB.position.x - collision.penetration.x * k, bodyB.position.y - collision.penetration.y * k);

              k = 1;

              if (!bodyB.isStatic && !bodyA.isStatic) k = 0.5;
              if (bodyA.isStatic) k = 0;

              c.moveTo(bodyA.position.x, bodyA.position.y);
              c.lineTo(bodyA.position.x + collision.penetration.x * k, bodyA.position.y + collision.penetration.y * k);
            }

            if (options.wireframes) {
              c.strokeStyle = 'rgba(255,165,0,0.5)';
            } else {
              c.strokeStyle = 'orange';
            }
            c.stroke();
          };

          /**
           * Description
           * @private
           * @method grid
           * @param {render} render
           * @param {grid} grid
           * @param {RenderingContext} context
           */
          Render.grid = function (render, grid, context) {
            var c = context,
              options = render.options;

            if (options.wireframes) {
              c.strokeStyle = 'rgba(255,180,0,0.1)';
            } else {
              c.strokeStyle = 'rgba(255,180,0,0.5)';
            }

            c.beginPath();

            var bucketKeys = Common.keys(grid.buckets);

            for (var i = 0; i < bucketKeys.length; i++) {
              var bucketId = bucketKeys[i];

              if (grid.buckets[bucketId].length < 2) continue;

              var region = bucketId.split(/C|R/);
              c.rect(
                0.5 + parseInt(region[1], 10) * grid.bucketWidth,
                0.5 + parseInt(region[2], 10) * grid.bucketHeight,
                grid.bucketWidth,
                grid.bucketHeight,
              );
            }

            c.lineWidth = 1;
            c.stroke();
          };

          /**
           * Description
           * @private
           * @method inspector
           * @param {inspector} inspector
           * @param {RenderingContext} context
           */
          Render.inspector = function (inspector, context) {
            var engine = inspector.engine,
              selected = inspector.selected,
              render = inspector.render,
              options = render.options,
              bounds;

            if (options.hasBounds) {
              var boundsWidth = render.bounds.max.x - render.bounds.min.x,
                boundsHeight = render.bounds.max.y - render.bounds.min.y,
                boundsScaleX = boundsWidth / render.options.width,
                boundsScaleY = boundsHeight / render.options.height;

              context.scale(1 / boundsScaleX, 1 / boundsScaleY);
              context.translate(-render.bounds.min.x, -render.bounds.min.y);
            }

            for (var i = 0; i < selected.length; i++) {
              var item = selected[i].data;

              context.translate(0.5, 0.5);
              context.lineWidth = 1;
              context.strokeStyle = 'rgba(255,165,0,0.9)';
              context.setLineDash([1, 2]);

              switch (item.type) {
                case 'body':
                  // render body selections
                  bounds = item.bounds;
                  context.beginPath();
                  context.rect(
                    Math.floor(bounds.min.x - 3),
                    Math.floor(bounds.min.y - 3),
                    Math.floor(bounds.max.x - bounds.min.x + 6),
                    Math.floor(bounds.max.y - bounds.min.y + 6),
                  );
                  context.closePath();
                  context.stroke();

                  break;

                case 'constraint':
                  // render constraint selections
                  var point = item.pointA;
                  if (item.bodyA) point = item.pointB;
                  context.beginPath();
                  context.arc(point.x, point.y, 10, 0, 2 * Math.PI);
                  context.closePath();
                  context.stroke();

                  break;
              }

              context.setLineDash([]);
              context.translate(-0.5, -0.5);
            }

            // render selection region
            if (inspector.selectStart !== null) {
              context.translate(0.5, 0.5);
              context.lineWidth = 1;
              context.strokeStyle = 'rgba(255,165,0,0.6)';
              context.fillStyle = 'rgba(255,165,0,0.1)';
              bounds = inspector.selectBounds;
              context.beginPath();
              context.rect(
                Math.floor(bounds.min.x),
                Math.floor(bounds.min.y),
                Math.floor(bounds.max.x - bounds.min.x),
                Math.floor(bounds.max.y - bounds.min.y),
              );
              context.closePath();
              context.stroke();
              context.fill();
              context.translate(-0.5, -0.5);
            }

            if (options.hasBounds) context.setTransform(1, 0, 0, 1, 0, 0);
          };

          /**
           * Description
           * @method _createCanvas
           * @private
           * @param {} width
           * @param {} height
           * @return canvas
           */
          var _createCanvas = function (width, height) {
            var canvas = document.createElement('canvas');
            canvas.width = width;
            canvas.height = height;
            canvas.oncontextmenu = function () {
              return false;
            };
            canvas.onselectstart = function () {
              return false;
            };
            return canvas;
          };

          /**
           * Gets the pixel ratio of the canvas.
           * @method _getPixelRatio
           * @private
           * @param {HTMLElement} canvas
           * @return {Number} pixel ratio
           */
          var _getPixelRatio = function (canvas) {
            var context = canvas.getContext('2d'),
              devicePixelRatio = window.devicePixelRatio || 1,
              backingStorePixelRatio =
                context.webkitBackingStorePixelRatio ||
                context.mozBackingStorePixelRatio ||
                context.msBackingStorePixelRatio ||
                context.oBackingStorePixelRatio ||
                context.backingStorePixelRatio ||
                1;

            return devicePixelRatio / backingStorePixelRatio;
          };

          /**
           * Gets the requested texture (an Image) via its path
           * @method _getTexture
           * @private
           * @param {render} render
           * @param {string} imagePath
           * @return {Image} texture
           */
          var _getTexture = function (render, imagePath) {
            var image = render.textures[imagePath];

            if (image) return image;

            image = render.textures[imagePath] = new Image();
            image.src = imagePath;

            return image;
          };

          /**
           * Applies the background to the canvas using CSS.
           * @method applyBackground
           * @private
           * @param {render} render
           * @param {string} background
           */
          var _applyBackground = function (render, background) {
            var cssBackground = background;

            if (/(jpg|gif|png)$/.test(background)) cssBackground = 'url(' + background + ')';

            render.canvas.style.background = cssBackground;
            render.canvas.style.backgroundSize = 'contain';
            render.currentBackground = background;
          };

          /*
           *
           *  Events Documentation
           *
           */

          /**
           * Fired before rendering
           *
           * @event beforeRender
           * @param {} event An event object
           * @param {number} event.timestamp The engine.timing.timestamp of the event
           * @param {} event.source The source object of the event
           * @param {} event.name The name of the event
           */

          /**
           * Fired after rendering
           *
           * @event afterRender
           * @param {} event An event object
           * @param {number} event.timestamp The engine.timing.timestamp of the event
           * @param {} event.source The source object of the event
           * @param {} event.name The name of the event
           */

          /*
           *
           *  Properties Documentation
           *
           */

          /**
           * A back-reference to the `Matter.Render` module.
           *
           * @property controller
           * @type render
           */

          /**
           * A reference to the `Matter.Engine` instance to be used.
           *
           * @property engine
           * @type engine
           */

          /**
           * A reference to the element where the canvas is to be inserted (if `render.canvas` has not been specified)
           *
           * @property element
           * @type HTMLElement
           * @default null
           */

          /**
           * The canvas element to render to. If not specified, one will be created if `render.element` has been specified.
           *
           * @property canvas
           * @type HTMLCanvasElement
           * @default null
           */

          /**
           * The configuration options of the renderer.
           *
           * @property options
           * @type {}
           */

          /**
           * The target width in pixels of the `render.canvas` to be created.
           *
           * @property options.width
           * @type number
           * @default 800
           */

          /**
           * The target height in pixels of the `render.canvas` to be created.
           *
           * @property options.height
           * @type number
           * @default 600
           */

          /**
           * A flag that specifies if `render.bounds` should be used when rendering.
           *
           * @property options.hasBounds
           * @type boolean
           * @default false
           */

          /**
           * A `Bounds` object that specifies the drawing view region.
           * Rendering will be automatically transformed and scaled to fit within the canvas size (`render.options.width` and `render.options.height`).
           * This allows for creating views that can pan or zoom around the scene.
           * You must also set `render.options.hasBounds` to `true` to enable bounded rendering.
           *
           * @property bounds
           * @type bounds
           */

          /**
           * The 2d rendering context from the `render.canvas` element.
           *
           * @property context
           * @type CanvasRenderingContext2D
           */

          /**
           * The sprite texture cache.
           *
           * @property textures
           * @type {}
           */
        })();

        /***/
      },
      /* 11 */
      /***/ function (module, exports, __webpack_require__) {
        /**
         * The `Matter.Grid` module contains methods for creating and manipulating collision broadphase grid structures.
         *
         * @class Grid
         */

        var Grid = {};

        module.exports = Grid;

        var Pair = __webpack_require__(9);
        var Detector = __webpack_require__(12);
        var Common = __webpack_require__(0);

        (function () {
          /**
           * Creates a new grid.
           * @method create
           * @param {} options
           * @return {grid} A new grid
           */
          Grid.create = function (options) {
            var defaults = {
              controller: Grid,
              detector: Detector.collisions,
              buckets: {},
              pairs: {},
              pairsList: [],
              bucketWidth: 48,
              bucketHeight: 48,
            };

            return Common.extend(defaults, options);
          };

          /**
           * The width of a single grid bucket.
           *
           * @property bucketWidth
           * @type number
           * @default 48
           */

          /**
           * The height of a single grid bucket.
           *
           * @property bucketHeight
           * @type number
           * @default 48
           */

          /**
           * Updates the grid.
           * @method update
           * @param {grid} grid
           * @param {body[]} bodies
           * @param {engine} engine
           * @param {boolean} forceUpdate
           */
          Grid.update = function (grid, bodies, engine, forceUpdate) {
            var i,
              col,
              row,
              world = engine.world,
              buckets = grid.buckets,
              bucket,
              bucketId,
              gridChanged = false;

            // @if DEBUG
            var metrics = engine.metrics;
            metrics.broadphaseTests = 0;
            // @endif

            for (i = 0; i < bodies.length; i++) {
              var body = bodies[i];

              if (body.isSleeping && !forceUpdate) continue;

              // don't update out of world bodies
              if (
                body.bounds.max.x < world.bounds.min.x ||
                body.bounds.min.x > world.bounds.max.x ||
                body.bounds.max.y < world.bounds.min.y ||
                body.bounds.min.y > world.bounds.max.y
              )
                continue;

              var newRegion = Grid._getRegion(grid, body);

              // if the body has changed grid region
              if (!body.region || newRegion.id !== body.region.id || forceUpdate) {
                // @if DEBUG
                metrics.broadphaseTests += 1;
                // @endif

                if (!body.region || forceUpdate) body.region = newRegion;

                var union = Grid._regionUnion(newRegion, body.region);

                // update grid buckets affected by region change
                // iterate over the union of both regions
                for (col = union.startCol; col <= union.endCol; col++) {
                  for (row = union.startRow; row <= union.endRow; row++) {
                    bucketId = Grid._getBucketId(col, row);
                    bucket = buckets[bucketId];

                    var isInsideNewRegion =
                      col >= newRegion.startCol &&
                      col <= newRegion.endCol &&
                      row >= newRegion.startRow &&
                      row <= newRegion.endRow;

                    var isInsideOldRegion =
                      col >= body.region.startCol &&
                      col <= body.region.endCol &&
                      row >= body.region.startRow &&
                      row <= body.region.endRow;

                    // remove from old region buckets
                    if (!isInsideNewRegion && isInsideOldRegion) {
                      if (isInsideOldRegion) {
                        if (bucket) Grid._bucketRemoveBody(grid, bucket, body);
                      }
                    }

                    // add to new region buckets
                    if (body.region === newRegion || (isInsideNewRegion && !isInsideOldRegion) || forceUpdate) {
                      if (!bucket) bucket = Grid._createBucket(buckets, bucketId);
                      Grid._bucketAddBody(grid, bucket, body);
                    }
                  }
                }

                // set the new region
                body.region = newRegion;

                // flag changes so we can update pairs
                gridChanged = true;
              }
            }

            // update pairs list only if pairs changed (i.e. a body changed region)
            if (gridChanged) grid.pairsList = Grid._createActivePairsList(grid);
          };

          /**
           * Clears the grid.
           * @method clear
           * @param {grid} grid
           */
          Grid.clear = function (grid) {
            grid.buckets = {};
            grid.pairs = {};
            grid.pairsList = [];
          };

          /**
           * Finds the union of two regions.
           * @method _regionUnion
           * @private
           * @param {} regionA
           * @param {} regionB
           * @return {} region
           */
          Grid._regionUnion = function (regionA, regionB) {
            var startCol = Math.min(regionA.startCol, regionB.startCol),
              endCol = Math.max(regionA.endCol, regionB.endCol),
              startRow = Math.min(regionA.startRow, regionB.startRow),
              endRow = Math.max(regionA.endRow, regionB.endRow);

            return Grid._createRegion(startCol, endCol, startRow, endRow);
          };

          /**
           * Gets the region a given body falls in for a given grid.
           * @method _getRegion
           * @private
           * @param {} grid
           * @param {} body
           * @return {} region
           */
          Grid._getRegion = function (grid, body) {
            var bounds = body.bounds,
              startCol = Math.floor(bounds.min.x / grid.bucketWidth),
              endCol = Math.floor(bounds.max.x / grid.bucketWidth),
              startRow = Math.floor(bounds.min.y / grid.bucketHeight),
              endRow = Math.floor(bounds.max.y / grid.bucketHeight);

            return Grid._createRegion(startCol, endCol, startRow, endRow);
          };

          /**
           * Creates a region.
           * @method _createRegion
           * @private
           * @param {} startCol
           * @param {} endCol
           * @param {} startRow
           * @param {} endRow
           * @return {} region
           */
          Grid._createRegion = function (startCol, endCol, startRow, endRow) {
            return {
              id: startCol + ',' + endCol + ',' + startRow + ',' + endRow,
              startCol: startCol,
              endCol: endCol,
              startRow: startRow,
              endRow: endRow,
            };
          };

          /**
           * Gets the bucket id at the given position.
           * @method _getBucketId
           * @private
           * @param {} column
           * @param {} row
           * @return {string} bucket id
           */
          Grid._getBucketId = function (column, row) {
            return 'C' + column + 'R' + row;
          };

          /**
           * Creates a bucket.
           * @method _createBucket
           * @private
           * @param {} buckets
           * @param {} bucketId
           * @return {} bucket
           */
          Grid._createBucket = function (buckets, bucketId) {
            var bucket = (buckets[bucketId] = []);
            return bucket;
          };

          /**
           * Adds a body to a bucket.
           * @method _bucketAddBody
           * @private
           * @param {} grid
           * @param {} bucket
           * @param {} body
           */
          Grid._bucketAddBody = function (grid, bucket, body) {
            // add new pairs
            for (var i = 0; i < bucket.length; i++) {
              var bodyB = bucket[i];

              if (body.id === bodyB.id || (body.isStatic && bodyB.isStatic)) continue;

              // keep track of the number of buckets the pair exists in
              // important for Grid.update to work
              var pairId = Pair.id(body, bodyB),
                pair = grid.pairs[pairId];

              if (pair) {
                pair[2] += 1;
              } else {
                grid.pairs[pairId] = [body, bodyB, 1];
              }
            }

            // add to bodies (after pairs, otherwise pairs with self)
            bucket.push(body);
          };

          /**
           * Removes a body from a bucket.
           * @method _bucketRemoveBody
           * @private
           * @param {} grid
           * @param {} bucket
           * @param {} body
           */
          Grid._bucketRemoveBody = function (grid, bucket, body) {
            // remove from bucket
            bucket.splice(Common.indexOf(bucket, body), 1);

            // update pair counts
            for (var i = 0; i < bucket.length; i++) {
              // keep track of the number of buckets the pair exists in
              // important for _createActivePairsList to work
              var bodyB = bucket[i],
                pairId = Pair.id(body, bodyB),
                pair = grid.pairs[pairId];

              if (pair) pair[2] -= 1;
            }
          };

          /**
           * Generates a list of the active pairs in the grid.
           * @method _createActivePairsList
           * @private
           * @param {} grid
           * @return [] pairs
           */
          Grid._createActivePairsList = function (grid) {
            var pairKeys,
              pair,
              pairs = [];

            // grid.pairs is used as a hashmap
            pairKeys = Common.keys(grid.pairs);

            // iterate over grid.pairs
            for (var k = 0; k < pairKeys.length; k++) {
              pair = grid.pairs[pairKeys[k]];

              // if pair exists in at least one bucket
              // it is a pair that needs further collision testing so push it
              if (pair[2] > 0) {
                pairs.push(pair);
              } else {
                delete grid.pairs[pairKeys[k]];
              }
            }

            return pairs;
          };
        })();

        /***/
      },
      /* 12 */
      /***/ function (module, exports, __webpack_require__) {
        /**
         * The `Matter.Detector` module contains methods for detecting collisions given a set of pairs.
         *
         * @class Detector
         */

        // TODO: speculative contacts

        var Detector = {};

        module.exports = Detector;

        var SAT = __webpack_require__(13);
        var Pair = __webpack_require__(9);
        var Bounds = __webpack_require__(1);

        (function () {
          /**
           * Finds all collisions given a list of pairs.
           * @method collisions
           * @param {pair[]} broadphasePairs
           * @param {engine} engine
           * @return {array} collisions
           */
          Detector.collisions = function (broadphasePairs, engine) {
            var collisions = [],
              pairsTable = engine.pairs.table;

            // @if DEBUG
            var metrics = engine.metrics;
            // @endif

            for (var i = 0; i < broadphasePairs.length; i++) {
              var bodyA = broadphasePairs[i][0],
                bodyB = broadphasePairs[i][1];

              if ((bodyA.isStatic || bodyA.isSleeping) && (bodyB.isStatic || bodyB.isSleeping)) continue;

              if (!Detector.canCollide(bodyA.collisionFilter, bodyB.collisionFilter)) continue;

              // @if DEBUG
              metrics.midphaseTests += 1;
              // @endif

              // mid phase
              if (Bounds.overlaps(bodyA.bounds, bodyB.bounds)) {
                for (var j = bodyA.parts.length > 1 ? 1 : 0; j < bodyA.parts.length; j++) {
                  var partA = bodyA.parts[j];

                  for (var k = bodyB.parts.length > 1 ? 1 : 0; k < bodyB.parts.length; k++) {
                    var partB = bodyB.parts[k];

                    if ((partA === bodyA && partB === bodyB) || Bounds.overlaps(partA.bounds, partB.bounds)) {
                      // find a previous collision we could reuse
                      var pairId = Pair.id(partA, partB),
                        pair = pairsTable[pairId],
                        previousCollision;

                      if (pair && pair.isActive) {
                        previousCollision = pair.collision;
                      } else {
                        previousCollision = null;
                      }

                      // narrow phase
                      var collision = SAT.collides(partA, partB, previousCollision);

                      // @if DEBUG
                      metrics.narrowphaseTests += 1;
                      if (collision.reused) metrics.narrowReuseCount += 1;
                      // @endif

                      if (collision.collided) {
                        collisions.push(collision);
                        // @if DEBUG
                        metrics.narrowDetections += 1;
                        // @endif
                      }
                    }
                  }
                }
              }
            }

            return collisions;
          };

          /**
           * Returns `true` if both supplied collision filters will allow a collision to occur.
           * See `body.collisionFilter` for more information.
           * @method canCollide
           * @param {} filterA
           * @param {} filterB
           * @return {bool} `true` if collision can occur
           */
          Detector.canCollide = function (filterA, filterB) {
            if (filterA.group === filterB.group && filterA.group !== 0) return filterA.group > 0;

            return (filterA.mask & filterB.category) !== 0 && (filterB.mask & filterA.category) !== 0;
          };
        })();

        /***/
      },
      /* 13 */
      /***/ function (module, exports, __webpack_require__) {
        /**
         * The `Matter.SAT` module contains methods for detecting collisions using the Separating Axis Theorem.
         *
         * @class SAT
         */

        // TODO: true circles and curves

        var SAT = {};

        module.exports = SAT;

        var Vertices = __webpack_require__(3);
        var Vector = __webpack_require__(2);

        (function () {
          /**
           * Detect collision between two bodies using the Separating Axis Theorem.
           * @method collides
           * @param {body} bodyA
           * @param {body} bodyB
           * @param {collision} previousCollision
           * @return {collision} collision
           */
          SAT.collides = function (bodyA, bodyB, previousCollision) {
            var overlapAB,
              overlapBA,
              minOverlap,
              collision,
              canReusePrevCol = false;

            if (previousCollision) {
              // estimate total motion
              var parentA = bodyA.parent,
                parentB = bodyB.parent,
                motion =
                  parentA.speed * parentA.speed +
                  parentA.angularSpeed * parentA.angularSpeed +
                  parentB.speed * parentB.speed +
                  parentB.angularSpeed * parentB.angularSpeed;

              // we may be able to (partially) reuse collision result
              // but only safe if collision was resting
              canReusePrevCol = previousCollision && previousCollision.collided && motion < 0.2;

              // reuse collision object
              collision = previousCollision;
            } else {
              collision = { collided: false, bodyA: bodyA, bodyB: bodyB };
            }

            if (previousCollision && canReusePrevCol) {
              // if we can reuse the collision result
              // we only need to test the previously found axis
              var axisBodyA = collision.axisBody,
                axisBodyB = axisBodyA === bodyA ? bodyB : bodyA,
                axes = [axisBodyA.axes[previousCollision.axisNumber]];

              minOverlap = SAT._overlapAxes(axisBodyA.vertices, axisBodyB.vertices, axes);
              collision.reused = true;

              if (minOverlap.overlap <= 0) {
                collision.collided = false;
                return collision;
              }
            } else {
              // if we can't reuse a result, perform a full SAT test

              overlapAB = SAT._overlapAxes(bodyA.vertices, bodyB.vertices, bodyA.axes);

              if (overlapAB.overlap <= 0) {
                collision.collided = false;
                return collision;
              }

              overlapBA = SAT._overlapAxes(bodyB.vertices, bodyA.vertices, bodyB.axes);

              if (overlapBA.overlap <= 0) {
                collision.collided = false;
                return collision;
              }

              if (overlapAB.overlap < overlapBA.overlap) {
                minOverlap = overlapAB;
                collision.axisBody = bodyA;
              } else {
                minOverlap = overlapBA;
                collision.axisBody = bodyB;
              }

              // important for reuse later
              collision.axisNumber = minOverlap.axisNumber;
            }

            collision.bodyA = bodyA.id < bodyB.id ? bodyA : bodyB;
            collision.bodyB = bodyA.id < bodyB.id ? bodyB : bodyA;
            collision.collided = true;
            collision.depth = minOverlap.overlap;
            collision.parentA = collision.bodyA.parent;
            collision.parentB = collision.bodyB.parent;

            bodyA = collision.bodyA;
            bodyB = collision.bodyB;

            // ensure normal is facing away from bodyA
            if (Vector.dot(minOverlap.axis, Vector.sub(bodyB.position, bodyA.position)) < 0) {
              collision.normal = {
                x: minOverlap.axis.x,
                y: minOverlap.axis.y,
              };
            } else {
              collision.normal = {
                x: -minOverlap.axis.x,
                y: -minOverlap.axis.y,
              };
            }

            collision.tangent = Vector.perp(collision.normal);

            collision.penetration = collision.penetration || {};
            collision.penetration.x = collision.normal.x * collision.depth;
            collision.penetration.y = collision.normal.y * collision.depth;

            // find support points, there is always either exactly one or two
            var verticesB = SAT._findSupports(bodyA, bodyB, collision.normal),
              supports = [];

            // find the supports from bodyB that are inside bodyA
            if (Vertices.contains(bodyA.vertices, verticesB[0])) supports.push(verticesB[0]);

            if (Vertices.contains(bodyA.vertices, verticesB[1])) supports.push(verticesB[1]);

            // find the supports from bodyA that are inside bodyB
            if (supports.length < 2) {
              var verticesA = SAT._findSupports(bodyB, bodyA, Vector.neg(collision.normal));

              if (Vertices.contains(bodyB.vertices, verticesA[0])) supports.push(verticesA[0]);

              if (supports.length < 2 && Vertices.contains(bodyB.vertices, verticesA[1])) supports.push(verticesA[1]);
            }

            // account for the edge case of overlapping but no vertex containment
            if (supports.length < 1) supports = [verticesB[0]];

            collision.supports = supports;

            return collision;
          };

          /**
           * Find the overlap between two sets of vertices.
           * @method _overlapAxes
           * @private
           * @param {} verticesA
           * @param {} verticesB
           * @param {} axes
           * @return result
           */
          SAT._overlapAxes = function (verticesA, verticesB, axes) {
            var projectionA = Vector._temp[0],
              projectionB = Vector._temp[1],
              result = { overlap: Number.MAX_VALUE },
              overlap,
              axis;

            for (var i = 0; i < axes.length; i++) {
              axis = axes[i];

              SAT._projectToAxis(projectionA, verticesA, axis);
              SAT._projectToAxis(projectionB, verticesB, axis);

              overlap = Math.min(projectionA.max - projectionB.min, projectionB.max - projectionA.min);

              if (overlap <= 0) {
                result.overlap = overlap;
                return result;
              }

              if (overlap < result.overlap) {
                result.overlap = overlap;
                result.axis = axis;
                result.axisNumber = i;
              }
            }

            return result;
          };

          /**
           * Projects vertices on an axis and returns an interval.
           * @method _projectToAxis
           * @private
           * @param {} projection
           * @param {} vertices
           * @param {} axis
           */
          SAT._projectToAxis = function (projection, vertices, axis) {
            var min = Vector.dot(vertices[0], axis),
              max = min;

            for (var i = 1; i < vertices.length; i += 1) {
              var dot = Vector.dot(vertices[i], axis);

              if (dot > max) {
                max = dot;
              } else if (dot < min) {
                min = dot;
              }
            }

            projection.min = min;
            projection.max = max;
          };

          /**
           * Finds supporting vertices given two bodies along a given direction using hill-climbing.
           * @method _findSupports
           * @private
           * @param {} bodyA
           * @param {} bodyB
           * @param {} normal
           * @return [vector]
           */
          SAT._findSupports = function (bodyA, bodyB, normal) {
            var nearestDistance = Number.MAX_VALUE,
              vertexToBody = Vector._temp[0],
              vertices = bodyB.vertices,
              bodyAPosition = bodyA.position,
              distance,
              vertex,
              vertexA,
              vertexB;

            // find closest vertex on bodyB
            for (var i = 0; i < vertices.length; i++) {
              vertex = vertices[i];
              vertexToBody.x = vertex.x - bodyAPosition.x;
              vertexToBody.y = vertex.y - bodyAPosition.y;
              distance = -Vector.dot(normal, vertexToBody);

              if (distance < nearestDistance) {
                nearestDistance = distance;
                vertexA = vertex;
              }
            }

            // find next closest vertex using the two connected to it
            var prevIndex = vertexA.index - 1 >= 0 ? vertexA.index - 1 : vertices.length - 1;
            vertex = vertices[prevIndex];
            vertexToBody.x = vertex.x - bodyAPosition.x;
            vertexToBody.y = vertex.y - bodyAPosition.y;
            nearestDistance = -Vector.dot(normal, vertexToBody);
            vertexB = vertex;

            var nextIndex = (vertexA.index + 1) % vertices.length;
            vertex = vertices[nextIndex];
            vertexToBody.x = vertex.x - bodyAPosition.x;
            vertexToBody.y = vertex.y - bodyAPosition.y;
            distance = -Vector.dot(normal, vertexToBody);
            if (distance < nearestDistance) {
              vertexB = vertex;
            }

            return [vertexA, vertexB];
          };
        })();

        /***/
      },
      /* 14 */
      /***/ function (module, exports, __webpack_require__) {
        /**
         * The `Matter.Mouse` module contains methods for creating and manipulating mouse inputs.
         *
         * @class Mouse
         */

        var Mouse = {};

        module.exports = Mouse;

        var Common = __webpack_require__(0);

        (function () {
          /**
           * Creates a mouse input.
           * @method create
           * @param {HTMLElement} element
           * @return {mouse} A new mouse
           */
          Mouse.create = function (element) {
            var mouse = {};

            if (!element) {
              Common.log('Mouse.create: element was undefined, defaulting to document.body', 'warn');
            }

            mouse.element = element || document.body;
            mouse.absolute = { x: 0, y: 0 };
            mouse.position = { x: 0, y: 0 };
            mouse.mousedownPosition = { x: 0, y: 0 };
            mouse.mouseupPosition = { x: 0, y: 0 };
            mouse.offset = { x: 0, y: 0 };
            mouse.scale = { x: 1, y: 1 };
            mouse.wheelDelta = 0;
            mouse.button = -1;
            mouse.pixelRatio = parseInt(mouse.element.getAttribute('data-pixel-ratio'), 10) || 1;

            mouse.sourceEvents = {
              mousemove: null,
              mousedown: null,
              mouseup: null,
              mousewheel: null,
            };

            mouse.mousemove = function (event) {
              var position = Mouse._getRelativeMousePosition(event, mouse.element, mouse.pixelRatio),
                touches = event.changedTouches;

              if (touches) {
                mouse.button = 0;
                event.preventDefault();
              }

              mouse.absolute.x = position.x;
              mouse.absolute.y = position.y;
              mouse.position.x = mouse.absolute.x * mouse.scale.x + mouse.offset.x;
              mouse.position.y = mouse.absolute.y * mouse.scale.y + mouse.offset.y;
              mouse.sourceEvents.mousemove = event;
            };

            mouse.mousedown = function (event) {
              var position = Mouse._getRelativeMousePosition(event, mouse.element, mouse.pixelRatio),
                touches = event.changedTouches;

              if (touches) {
                mouse.button = 0;
                event.preventDefault();
              } else {
                mouse.button = event.button;
              }

              mouse.absolute.x = position.x;
              mouse.absolute.y = position.y;
              mouse.position.x = mouse.absolute.x * mouse.scale.x + mouse.offset.x;
              mouse.position.y = mouse.absolute.y * mouse.scale.y + mouse.offset.y;
              mouse.mousedownPosition.x = mouse.position.x;
              mouse.mousedownPosition.y = mouse.position.y;
              mouse.sourceEvents.mousedown = event;
            };

            mouse.mouseup = function (event) {
              var position = Mouse._getRelativeMousePosition(event, mouse.element, mouse.pixelRatio),
                touches = event.changedTouches;

              if (touches) {
                event.preventDefault();
              }

              mouse.button = -1;
              mouse.absolute.x = position.x;
              mouse.absolute.y = position.y;
              mouse.position.x = mouse.absolute.x * mouse.scale.x + mouse.offset.x;
              mouse.position.y = mouse.absolute.y * mouse.scale.y + mouse.offset.y;
              mouse.mouseupPosition.x = mouse.position.x;
              mouse.mouseupPosition.y = mouse.position.y;
              mouse.sourceEvents.mouseup = event;
            };

            mouse.mousewheel = function (event) {
              mouse.wheelDelta = Math.max(-1, Math.min(1, event.wheelDelta || -event.detail));
              event.preventDefault();
            };

            Mouse.setElement(mouse, mouse.element);

            return mouse;
          };

          /**
           * Sets the element the mouse is bound to (and relative to).
           * @method setElement
           * @param {mouse} mouse
           * @param {HTMLElement} element
           */
          Mouse.setElement = function (mouse, element) {
            mouse.element = element;

            element.addEventListener('mousemove', mouse.mousemove);
            element.addEventListener('mousedown', mouse.mousedown);
            element.addEventListener('mouseup', mouse.mouseup);

            element.addEventListener('mousewheel', mouse.mousewheel);
            element.addEventListener('DOMMouseScroll', mouse.mousewheel);

            element.addEventListener('touchmove', mouse.mousemove);
            element.addEventListener('touchstart', mouse.mousedown);
            element.addEventListener('touchend', mouse.mouseup);
          };

          /**
           * Clears all captured source events.
           * @method clearSourceEvents
           * @param {mouse} mouse
           */
          Mouse.clearSourceEvents = function (mouse) {
            mouse.sourceEvents.mousemove = null;
            mouse.sourceEvents.mousedown = null;
            mouse.sourceEvents.mouseup = null;
            mouse.sourceEvents.mousewheel = null;
            mouse.wheelDelta = 0;
          };

          /**
           * Sets the mouse position offset.
           * @method setOffset
           * @param {mouse} mouse
           * @param {vector} offset
           */
          Mouse.setOffset = function (mouse, offset) {
            mouse.offset.x = offset.x;
            mouse.offset.y = offset.y;
            mouse.position.x = mouse.absolute.x * mouse.scale.x + mouse.offset.x;
            mouse.position.y = mouse.absolute.y * mouse.scale.y + mouse.offset.y;
          };

          /**
           * Sets the mouse position scale.
           * @method setScale
           * @param {mouse} mouse
           * @param {vector} scale
           */
          Mouse.setScale = function (mouse, scale) {
            mouse.scale.x = scale.x;
            mouse.scale.y = scale.y;
            mouse.position.x = mouse.absolute.x * mouse.scale.x + mouse.offset.x;
            mouse.position.y = mouse.absolute.y * mouse.scale.y + mouse.offset.y;
          };

          /**
           * Gets the mouse position relative to an element given a screen pixel ratio.
           * @method _getRelativeMousePosition
           * @private
           * @param {} event
           * @param {} element
           * @param {number} pixelRatio
           * @return {}
           */
          Mouse._getRelativeMousePosition = function (event, element, pixelRatio) {
            var elementBounds = element.getBoundingClientRect(),
              rootNode = document.documentElement || document.body.parentNode || document.body,
              scrollX = window.pageXOffset !== undefined ? window.pageXOffset : rootNode.scrollLeft,
              scrollY = window.pageYOffset !== undefined ? window.pageYOffset : rootNode.scrollTop,
              touches = event.changedTouches,
              x,
              y;

            if (touches) {
              x = touches[0].pageX - elementBounds.left - scrollX;
              y = touches[0].pageY - elementBounds.top - scrollY;
            } else {
              x = event.pageX - elementBounds.left - scrollX;
              y = event.pageY - elementBounds.top - scrollY;
            }

            return {
              x: x / ((element.clientWidth / (element.width || element.clientWidth)) * pixelRatio),
              y: y / ((element.clientHeight / (element.height || element.clientHeight)) * pixelRatio),
            };
          };
        })();

        /***/
      },
      /* 15 */
      /***/ function (module, exports, __webpack_require__) {
        /**
         * The `Matter.Axes` module contains methods for creating and manipulating sets of axes.
         *
         * @class Axes
         */

        var Axes = {};

        module.exports = Axes;

        var Vector = __webpack_require__(2);
        var Common = __webpack_require__(0);

        (function () {
          /**
           * Creates a new set of axes from the given vertices.
           * @method fromVertices
           * @param {vertices} vertices
           * @return {axes} A new axes from the given vertices
           */
          Axes.fromVertices = function (vertices) {
            var axes = {};

            // find the unique axes, using edge normal gradients
            for (var i = 0; i < vertices.length; i++) {
              var j = (i + 1) % vertices.length,
                normal = Vector.normalise({
                  x: vertices[j].y - vertices[i].y,
                  y: vertices[i].x - vertices[j].x,
                }),
                gradient = normal.y === 0 ? Infinity : normal.x / normal.y;

              // limit precision
              gradient = gradient.toFixed(3).toString();
              axes[gradient] = normal;
            }

            return Common.values(axes);
          };

          /**
           * Rotates a set of axes by the given angle.
           * @method rotate
           * @param {axes} axes
           * @param {number} angle
           */
          Axes.rotate = function (axes, angle) {
            if (angle === 0) return;

            var cos = Math.cos(angle),
              sin = Math.sin(angle);

            for (var i = 0; i < axes.length; i++) {
              var axis = axes[i],
                xx;
              xx = axis.x * cos - axis.y * sin;
              axis.y = axis.x * sin + axis.y * cos;
              axis.x = xx;
            }
          };
        })();

        /***/
      },
      /* 16 */
      /***/ function (module, exports, __webpack_require__) {
        /**
         * The `Matter.Bodies` module contains factory methods for creating rigid body models
         * with commonly used body configurations (such as rectangles, circles and other polygons).
         *
         * See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples).
         *
         * @class Bodies
         */

        // TODO: true circle bodies

        var Bodies = {};

        module.exports = Bodies;

        var Vertices = __webpack_require__(3);
        var Common = __webpack_require__(0);
        var Body = __webpack_require__(6);
        var Bounds = __webpack_require__(1);
        var Vector = __webpack_require__(2);

        (function () {
          /**
           * Creates a new rigid body model with a rectangle hull.
           * The options parameter is an object that specifies any properties you wish to override the defaults.
           * See the properties section of the `Matter.Body` module for detailed information on what you can pass via the `options` object.
           * @method rectangle
           * @param {number} x
           * @param {number} y
           * @param {number} width
           * @param {number} height
           * @param {object} [options]
           * @return {body} A new rectangle body
           */
          Bodies.rectangle = function (x, y, width, height, options) {
            options = options || {};

            var rectangle = {
              label: 'Rectangle Body',
              position: { x: x, y: y },
              vertices: Vertices.fromPath('L 0 0 L ' + width + ' 0 L ' + width + ' ' + height + ' L 0 ' + height),
            };

            if (options.chamfer) {
              var chamfer = options.chamfer;
              rectangle.vertices = Vertices.chamfer(
                rectangle.vertices,
                chamfer.radius,
                chamfer.quality,
                chamfer.qualityMin,
                chamfer.qualityMax,
              );
              delete options.chamfer;
            }

            return Body.create(Common.extend({}, rectangle, options));
          };

          /**
           * Creates a new rigid body model with a trapezoid hull.
           * The options parameter is an object that specifies any properties you wish to override the defaults.
           * See the properties section of the `Matter.Body` module for detailed information on what you can pass via the `options` object.
           * @method trapezoid
           * @param {number} x
           * @param {number} y
           * @param {number} width
           * @param {number} height
           * @param {number} slope
           * @param {object} [options]
           * @return {body} A new trapezoid body
           */
          Bodies.trapezoid = function (x, y, width, height, slope, options) {
            options = options || {};

            slope *= 0.5;
            var roof = (1 - slope * 2) * width;

            var x1 = width * slope,
              x2 = x1 + roof,
              x3 = x2 + x1,
              verticesPath;

            if (slope < 0.5) {
              verticesPath = 'L 0 0 L ' + x1 + ' ' + -height + ' L ' + x2 + ' ' + -height + ' L ' + x3 + ' 0';
            } else {
              verticesPath = 'L 0 0 L ' + x2 + ' ' + -height + ' L ' + x3 + ' 0';
            }

            var trapezoid = {
              label: 'Trapezoid Body',
              position: { x: x, y: y },
              vertices: Vertices.fromPath(verticesPath),
            };

            if (options.chamfer) {
              var chamfer = options.chamfer;
              trapezoid.vertices = Vertices.chamfer(
                trapezoid.vertices,
                chamfer.radius,
                chamfer.quality,
                chamfer.qualityMin,
                chamfer.qualityMax,
              );
              delete options.chamfer;
            }

            return Body.create(Common.extend({}, trapezoid, options));
          };

          /**
           * Creates a new rigid body model with a circle hull.
           * The options parameter is an object that specifies any properties you wish to override the defaults.
           * See the properties section of the `Matter.Body` module for detailed information on what you can pass via the `options` object.
           * @method circle
           * @param {number} x
           * @param {number} y
           * @param {number} radius
           * @param {object} [options]
           * @param {number} [maxSides]
           * @return {body} A new circle body
           */
          Bodies.circle = function (x, y, radius, options, maxSides) {
            options = options || {};

            var circle = {
              label: 'Circle Body',
              circleRadius: radius,
            };

            // approximate circles with polygons until true circles implemented in SAT
            maxSides = maxSides || 25;
            var sides = Math.ceil(Math.max(10, Math.min(maxSides, radius)));

            // optimisation: always use even number of sides (half the number of unique axes)
            if (sides % 2 === 1) sides += 1;

            return Bodies.polygon(x, y, sides, radius, Common.extend({}, circle, options));
          };

          /**
           * Creates a new rigid body model with a regular polygon hull with the given number of sides.
           * The options parameter is an object that specifies any properties you wish to override the defaults.
           * See the properties section of the `Matter.Body` module for detailed information on what you can pass via the `options` object.
           * @method polygon
           * @param {number} x
           * @param {number} y
           * @param {number} sides
           * @param {number} radius
           * @param {object} [options]
           * @return {body} A new regular polygon body
           */
          Bodies.polygon = function (x, y, sides, radius, options) {
            options = options || {};

            if (sides < 3) return Bodies.circle(x, y, radius, options);

            var theta = (2 * Math.PI) / sides,
              path = '',
              offset = theta * 0.5;

            for (var i = 0; i < sides; i += 1) {
              var angle = offset + i * theta,
                xx = Math.cos(angle) * radius,
                yy = Math.sin(angle) * radius;

              path += 'L ' + xx.toFixed(3) + ' ' + yy.toFixed(3) + ' ';
            }

            var polygon = {
              label: 'Polygon Body',
              position: { x: x, y: y },
              vertices: Vertices.fromPath(path),
            };

            if (options.chamfer) {
              var chamfer = options.chamfer;
              polygon.vertices = Vertices.chamfer(
                polygon.vertices,
                chamfer.radius,
                chamfer.quality,
                chamfer.qualityMin,
                chamfer.qualityMax,
              );
              delete options.chamfer;
            }

            return Body.create(Common.extend({}, polygon, options));
          };

          /**
           * Creates a body using the supplied vertices (or an array containing multiple sets of vertices).
           * If the vertices are convex, they will pass through as supplied.
           * Otherwise if the vertices are concave, they will be decomposed if [poly-decomp.js](https://github.com/schteppe/poly-decomp.js) is available.
           * Note that this process is not guaranteed to support complex sets of vertices (e.g. those with holes may fail).
           * By default the decomposition will discard collinear edges (to improve performance).
           * It can also optionally discard any parts that have an area less than `minimumArea`.
           * If the vertices can not be decomposed, the result will fall back to using the convex hull.
           * The options parameter is an object that specifies any `Matter.Body` properties you wish to override the defaults.
           * See the properties section of the `Matter.Body` module for detailed information on what you can pass via the `options` object.
           * @method fromVertices
           * @param {number} x
           * @param {number} y
           * @param [[vector]] vertexSets
           * @param {object} [options]
           * @param {bool} [flagInternal=false]
           * @param {number} [removeCollinear=0.01]
           * @param {number} [minimumArea=10]
           * @return {body}
           */
          Bodies.fromVertices = function (x, y, vertexSets, options, flagInternal, removeCollinear, minimumArea) {
            var globals = typeof global !== 'undefined' ? global : window,
              decomp,
              body,
              parts,
              isConvex,
              vertices,
              i,
              j,
              k,
              v,
              z;

            try {
              decomp = globals.decomp || __webpack_require__(27);
            } catch (e) {
              // decomp is undefined
            }

            options = options || {};
            parts = [];

            flagInternal = typeof flagInternal !== 'undefined' ? flagInternal : false;
            removeCollinear = typeof removeCollinear !== 'undefined' ? removeCollinear : 0.01;
            minimumArea = typeof minimumArea !== 'undefined' ? minimumArea : 10;

            if (!decomp) {
              Common.warn(
                'Bodies.fromVertices: poly-decomp.js required. Could not decompose vertices. Fallback to convex hull.',
              );
            }

            // ensure vertexSets is an array of arrays
            if (!Common.isArray(vertexSets[0])) {
              vertexSets = [vertexSets];
            }

            for (v = 0; v < vertexSets.length; v += 1) {
              vertices = vertexSets[v];
              isConvex = Vertices.isConvex(vertices);

              if (isConvex || !decomp) {
                if (isConvex) {
                  vertices = Vertices.clockwiseSort(vertices);
                } else {
                  // fallback to convex hull when decomposition is not possible
                  vertices = Vertices.hull(vertices);
                }

                parts.push({
                  position: { x: x, y: y },
                  vertices: vertices,
                });
              } else {
                // initialise a decomposition
                var concave = vertices.map(function (vertex) {
                  return [vertex.x, vertex.y];
                });

                // vertices are concave and simple, we can decompose into parts
                decomp.makeCCW(concave);
                if (removeCollinear !== false) decomp.removeCollinearPoints(concave, removeCollinear);

                // use the quick decomposition algorithm (Bayazit)
                var decomposed = decomp.quickDecomp(concave);

                // for each decomposed chunk
                for (i = 0; i < decomposed.length; i++) {
                  var chunk = decomposed[i];

                  // convert vertices into the correct structure
                  var chunkVertices = chunk.map(function (vertices) {
                    return {
                      x: vertices[0],
                      y: vertices[1],
                    };
                  });

                  // skip small chunks
                  if (minimumArea > 0 && Vertices.area(chunkVertices) < minimumArea) continue;

                  // create a compound part
                  parts.push({
                    position: Vertices.centre(chunkVertices),
                    vertices: chunkVertices,
                  });
                }
              }
            }

            // create body parts
            for (i = 0; i < parts.length; i++) {
              parts[i] = Body.create(Common.extend(parts[i], options));
            }

            // flag internal edges (coincident part edges)
            if (flagInternal) {
              var coincident_max_dist = 5;

              for (i = 0; i < parts.length; i++) {
                var partA = parts[i];

                for (j = i + 1; j < parts.length; j++) {
                  var partB = parts[j];

                  if (Bounds.overlaps(partA.bounds, partB.bounds)) {
                    var pav = partA.vertices,
                      pbv = partB.vertices;

                    // iterate vertices of both parts
                    for (k = 0; k < partA.vertices.length; k++) {
                      for (z = 0; z < partB.vertices.length; z++) {
                        // find distances between the vertices
                        var da = Vector.magnitudeSquared(Vector.sub(pav[(k + 1) % pav.length], pbv[z])),
                          db = Vector.magnitudeSquared(Vector.sub(pav[k], pbv[(z + 1) % pbv.length]));

                        // if both vertices are very close, consider the edge concident (internal)
                        if (da < coincident_max_dist && db < coincident_max_dist) {
                          pav[k].isInternal = true;
                          pbv[z].isInternal = true;
                        }
                      }
                    }
                  }
                }
              }
            }

            if (parts.length > 1) {
              // create the parent body to be returned, that contains generated compound parts
              body = Body.create(Common.extend({ parts: parts.slice(0) }, options));
              Body.setPosition(body, { x: x, y: y });

              return body;
            } else {
              return parts[0];
            }
          };
        })();

        /***/
      },
      /* 17 */
      /***/ function (module, exports, __webpack_require__) {
        /**
         * The `Matter.Plugin` module contains functions for registering and installing plugins on modules.
         *
         * @class Plugin
         */

        var Plugin = {};

        module.exports = Plugin;

        var Common = __webpack_require__(0);

        (function () {
          Plugin._registry = {};

          /**
           * Registers a plugin object so it can be resolved later by name.
           * @method register
           * @param plugin {} The plugin to register.
           * @return {object} The plugin.
           */
          Plugin.register = function (plugin) {
            if (!Plugin.isPlugin(plugin)) {
              Common.warn('Plugin.register:', Plugin.toString(plugin), 'does not implement all required fields.');
            }

            if (plugin.name in Plugin._registry) {
              var registered = Plugin._registry[plugin.name],
                pluginVersion = Plugin.versionParse(plugin.version).number,
                registeredVersion = Plugin.versionParse(registered.version).number;

              if (pluginVersion > registeredVersion) {
                Common.warn(
                  'Plugin.register:',
                  Plugin.toString(registered),
                  'was upgraded to',
                  Plugin.toString(plugin),
                );
                Plugin._registry[plugin.name] = plugin;
              } else if (pluginVersion < registeredVersion) {
                Common.warn(
                  'Plugin.register:',
                  Plugin.toString(registered),
                  'can not be downgraded to',
                  Plugin.toString(plugin),
                );
              } else if (plugin !== registered) {
                Common.warn(
                  'Plugin.register:',
                  Plugin.toString(plugin),
                  'is already registered to different plugin object',
                );
              }
            } else {
              Plugin._registry[plugin.name] = plugin;
            }

            return plugin;
          };

          /**
           * Resolves a dependency to a plugin object from the registry if it exists.
           * The `dependency` may contain a version, but only the name matters when resolving.
           * @method resolve
           * @param dependency {string} The dependency.
           * @return {object} The plugin if resolved, otherwise `undefined`.
           */
          Plugin.resolve = function (dependency) {
            return Plugin._registry[Plugin.dependencyParse(dependency).name];
          };

          /**
           * Returns a pretty printed plugin name and version.
           * @method toString
           * @param plugin {} The plugin.
           * @return {string} Pretty printed plugin name and version.
           */
          Plugin.toString = function (plugin) {
            return typeof plugin === 'string'
              ? plugin
              : (plugin.name || 'anonymous') + '@' + (plugin.version || plugin.range || '0.0.0');
          };

          /**
           * Returns `true` if the object meets the minimum standard to be considered a plugin.
           * This means it must define the following properties:
           * - `name`
           * - `version`
           * - `install`
           * @method isPlugin
           * @param obj {} The obj to test.
           * @return {boolean} `true` if the object can be considered a plugin otherwise `false`.
           */
          Plugin.isPlugin = function (obj) {
            return obj && obj.name && obj.version && obj.install;
          };

          /**
           * Returns `true` if a plugin with the given `name` been installed on `module`.
           * @method isUsed
           * @param module {} The module.
           * @param name {string} The plugin name.
           * @return {boolean} `true` if a plugin with the given `name` been installed on `module`, otherwise `false`.
           */
          Plugin.isUsed = function (module, name) {
            return module.used.indexOf(name) > -1;
          };

          /**
           * Returns `true` if `plugin.for` is applicable to `module` by comparing against `module.name` and `module.version`.
           * If `plugin.for` is not specified then it is assumed to be applicable.
           * The value of `plugin.for` is a string of the format `'module-name'` or `'module-name@version'`.
           * @method isFor
           * @param plugin {} The plugin.
           * @param module {} The module.
           * @return {boolean} `true` if `plugin.for` is applicable to `module`, otherwise `false`.
           */
          Plugin.isFor = function (plugin, module) {
            var parsed = plugin.for && Plugin.dependencyParse(plugin.for);
            return (
              !plugin.for || (module.name === parsed.name && Plugin.versionSatisfies(module.version, parsed.range))
            );
          };

          /**
           * Installs the plugins by calling `plugin.install` on each plugin specified in `plugins` if passed, otherwise `module.uses`.
           * For installing plugins on `Matter` see the convenience function `Matter.use`.
           * Plugins may be specified either by their name or a reference to the plugin object.
           * Plugins themselves may specify further dependencies, but each plugin is installed only once.
           * Order is important, a topological sort is performed to find the best resulting order of installation.
           * This sorting attempts to satisfy every dependency's requested ordering, but may not be exact in all cases.
           * This function logs the resulting status of each dependency in the console, along with any warnings.
           * - A green tick ✅ indicates a dependency was resolved and installed.
           * - An orange diamond 🔶 indicates a dependency was resolved but a warning was thrown for it or one if its dependencies.
           * - A red cross ❌ indicates a dependency could not be resolved.
           * Avoid calling this function multiple times on the same module unless you intend to manually control installation order.
           * @method use
           * @param module {} The module install plugins on.
           * @param [plugins=module.uses] {} The plugins to install on module (optional, defaults to `module.uses`).
           */
          Plugin.use = function (module, plugins) {
            module.uses = (module.uses || []).concat(plugins || []);

            if (module.uses.length === 0) {
              Common.warn('Plugin.use:', Plugin.toString(module), 'does not specify any dependencies to install.');
              return;
            }

            var dependencies = Plugin.dependencies(module),
              sortedDependencies = Common.topologicalSort(dependencies),
              status = [];

            for (var i = 0; i < sortedDependencies.length; i += 1) {
              if (sortedDependencies[i] === module.name) {
                continue;
              }

              var plugin = Plugin.resolve(sortedDependencies[i]);

              if (!plugin) {
                status.push('❌ ' + sortedDependencies[i]);
                continue;
              }

              if (Plugin.isUsed(module, plugin.name)) {
                continue;
              }

              if (!Plugin.isFor(plugin, module)) {
                Common.warn(
                  'Plugin.use:',
                  Plugin.toString(plugin),
                  'is for',
                  plugin.for,
                  'but installed on',
                  Plugin.toString(module) + '.',
                );
                plugin._warned = true;
              }

              if (plugin.install) {
                plugin.install(module);
              } else {
                Common.warn('Plugin.use:', Plugin.toString(plugin), 'does not specify an install function.');
                plugin._warned = true;
              }

              if (plugin._warned) {
                status.push('🔶 ' + Plugin.toString(plugin));
                delete plugin._warned;
              } else {
                status.push('✅ ' + Plugin.toString(plugin));
              }

              module.used.push(plugin.name);
            }

            if (status.length > 0) {
              Common.info(status.join('  '));
            }
          };

          /**
           * Recursively finds all of a module's dependencies and returns a flat dependency graph.
           * @method dependencies
           * @param module {} The module.
           * @return {object} A dependency graph.
           */
          Plugin.dependencies = function (module, tracked) {
            var parsedBase = Plugin.dependencyParse(module),
              name = parsedBase.name;

            tracked = tracked || {};

            if (name in tracked) {
              return;
            }

            module = Plugin.resolve(module) || module;

            tracked[name] = Common.map(module.uses || [], function (dependency) {
              if (Plugin.isPlugin(dependency)) {
                Plugin.register(dependency);
              }

              var parsed = Plugin.dependencyParse(dependency),
                resolved = Plugin.resolve(dependency);

              if (resolved && !Plugin.versionSatisfies(resolved.version, parsed.range)) {
                Common.warn(
                  'Plugin.dependencies:',
                  Plugin.toString(resolved),
                  'does not satisfy',
                  Plugin.toString(parsed),
                  'used by',
                  Plugin.toString(parsedBase) + '.',
                );

                resolved._warned = true;
                module._warned = true;
              } else if (!resolved) {
                Common.warn(
                  'Plugin.dependencies:',
                  Plugin.toString(dependency),
                  'used by',
                  Plugin.toString(parsedBase),
                  'could not be resolved.',
                );

                module._warned = true;
              }

              return parsed.name;
            });

            for (var i = 0; i < tracked[name].length; i += 1) {
              Plugin.dependencies(tracked[name][i], tracked);
            }

            return tracked;
          };

          /**
           * Parses a dependency string into its components.
           * The `dependency` is a string of the format `'module-name'` or `'module-name@version'`.
           * See documentation for `Plugin.versionParse` for a description of the format.
           * This function can also handle dependencies that are already resolved (e.g. a module object).
           * @method dependencyParse
           * @param dependency {string} The dependency of the format `'module-name'` or `'module-name@version'`.
           * @return {object} The dependency parsed into its components.
           */
          Plugin.dependencyParse = function (dependency) {
            if (Common.isString(dependency)) {
              var pattern = /^[\w-]+(@(\*|[\^~]?\d+\.\d+\.\d+(-[0-9A-Za-z-]+)?))?$/;

              if (!pattern.test(dependency)) {
                Common.warn('Plugin.dependencyParse:', dependency, 'is not a valid dependency string.');
              }

              return {
                name: dependency.split('@')[0],
                range: dependency.split('@')[1] || '*',
              };
            }

            return {
              name: dependency.name,
              range: dependency.range || dependency.version,
            };
          };

          /**
           * Parses a version string into its components.
           * Versions are strictly of the format `x.y.z` (as in [semver](http://semver.org/)).
           * Versions may optionally have a prerelease tag in the format `x.y.z-alpha`.
           * Ranges are a strict subset of [npm ranges](https://docs.npmjs.com/misc/semver#advanced-range-syntax).
           * Only the following range types are supported:
           * - Tilde ranges e.g. `~1.2.3`
           * - Caret ranges e.g. `^1.2.3`
           * - Exact version e.g. `1.2.3`
           * - Any version `*`
           * @method versionParse
           * @param range {string} The version string.
           * @return {object} The version range parsed into its components.
           */
          Plugin.versionParse = function (range) {
            var pattern = /^\*|[\^~]?\d+\.\d+\.\d+(-[0-9A-Za-z-]+)?$/;

            if (!pattern.test(range)) {
              Common.warn('Plugin.versionParse:', range, 'is not a valid version or range.');
            }

            var identifiers = range.split('-');
            range = identifiers[0];

            var isRange = isNaN(Number(range[0])),
              version = isRange ? range.substr(1) : range,
              parts = Common.map(version.split('.'), function (part) {
                return Number(part);
              });

            return {
              isRange: isRange,
              version: version,
              range: range,
              operator: isRange ? range[0] : '',
              parts: parts,
              prerelease: identifiers[1],
              number: parts[0] * 1e8 + parts[1] * 1e4 + parts[2],
            };
          };

          /**
           * Returns `true` if `version` satisfies the given `range`.
           * See documentation for `Plugin.versionParse` for a description of the format.
           * If a version or range is not specified, then any version (`*`) is assumed to satisfy.
           * @method versionSatisfies
           * @param version {string} The version string.
           * @param range {string} The range string.
           * @return {boolean} `true` if `version` satisfies `range`, otherwise `false`.
           */
          Plugin.versionSatisfies = function (version, range) {
            range = range || '*';

            var rangeParsed = Plugin.versionParse(range),
              rangeParts = rangeParsed.parts,
              versionParsed = Plugin.versionParse(version),
              versionParts = versionParsed.parts;

            if (rangeParsed.isRange) {
              if (rangeParsed.operator === '*' || version === '*') {
                return true;
              }

              if (rangeParsed.operator === '~') {
                return (
                  versionParts[0] === rangeParts[0] &&
                  versionParts[1] === rangeParts[1] &&
                  versionParts[2] >= rangeParts[2]
                );
              }

              if (rangeParsed.operator === '^') {
                if (rangeParts[0] > 0) {
                  return versionParts[0] === rangeParts[0] && versionParsed.number >= rangeParsed.number;
                }

                if (rangeParts[1] > 0) {
                  return versionParts[1] === rangeParts[1] && versionParts[2] >= rangeParts[2];
                }

                return versionParts[2] === rangeParts[2];
              }
            }

            return version === range || version === '*';
          };
        })();

        /***/
      },
      /* 18 */
      /***/ function (module, exports) {
        /**
         * The `Matter.Contact` module contains methods for creating and manipulating collision contacts.
         *
         * @class Contact
         */

        var Contact = {};

        module.exports = Contact;

        (function () {
          /**
           * Creates a new contact.
           * @method create
           * @param {vertex} vertex
           * @return {contact} A new contact
           */
          Contact.create = function (vertex) {
            return {
              id: Contact.id(vertex),
              vertex: vertex,
              normalImpulse: 0,
              tangentImpulse: 0,
            };
          };

          /**
           * Generates a contact id.
           * @method id
           * @param {vertex} vertex
           * @return {string} Unique contactID
           */
          Contact.id = function (vertex) {
            return vertex.body.id + '_' + vertex.index;
          };
        })();

        /***/
      },
      /* 19 */
      /***/ function (module, exports, __webpack_require__) {
        /**
         * The `Matter.World` module contains methods for creating and manipulating the world composite.
         * A `Matter.World` is a `Matter.Composite` body, which is a collection of `Matter.Body`, `Matter.Constraint` and other `Matter.Composite`.
         * A `Matter.World` has a few additional properties including `gravity` and `bounds`.
         * It is important to use the functions in the `Matter.Composite` module to modify the world composite, rather than directly modifying its properties.
         * There are also a few methods here that alias those in `Matter.Composite` for easier readability.
         *
         * See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples).
         *
         * @class World
         * @extends Composite
         */

        var World = {};

        module.exports = World;

        var Composite = __webpack_require__(5);
        var Constraint = __webpack_require__(8);
        var Common = __webpack_require__(0);

        (function () {
          /**
           * Creates a new world composite. The options parameter is an object that specifies any properties you wish to override the defaults.
           * See the properties section below for detailed information on what you can pass via the `options` object.
           * @method create
           * @constructor
           * @param {} options
           * @return {world} A new world
           */
          World.create = function (options) {
            var composite = Composite.create();

            var defaults = {
              label: 'World',
              gravity: {
                x: 0,
                y: 1,
                scale: 0.001,
              },
              bounds: {
                min: { x: -Infinity, y: -Infinity },
                max: { x: Infinity, y: Infinity },
              },
            };

            return Common.extend(composite, defaults, options);
          };

          /*
           *
           *  Properties Documentation
           *
           */

          /**
           * The gravity to apply on the world.
           *
           * @property gravity
           * @type object
           */

          /**
           * The gravity x component.
           *
           * @property gravity.x
           * @type object
           * @default 0
           */

          /**
           * The gravity y component.
           *
           * @property gravity.y
           * @type object
           * @default 1
           */

          /**
           * The gravity scale factor.
           *
           * @property gravity.scale
           * @type object
           * @default 0.001
           */

          /**
           * A `Bounds` object that defines the world bounds for collision detection.
           *
           * @property bounds
           * @type bounds
           * @default { min: { x: -Infinity, y: -Infinity }, max: { x: Infinity, y: Infinity } }
           */

          // World is a Composite body
          // see src/module/Outro.js for these aliases:

          /**
           * An alias for Composite.add
           * @method add
           * @param {world} world
           * @param {} object
           * @return {composite} The original world with the objects added
           */

          /**
           * An alias for Composite.remove
           * @method remove
           * @param {world} world
           * @param {} object
           * @param {boolean} [deep=false]
           * @return {composite} The original world with the objects removed
           */

          /**
           * An alias for Composite.clear
           * @method clear
           * @param {world} world
           * @param {boolean} keepStatic
           */

          /**
           * An alias for Composite.addComposite
           * @method addComposite
           * @param {world} world
           * @param {composite} composite
           * @return {world} The original world with the objects from composite added
           */

          /**
           * An alias for Composite.addBody
           * @method addBody
           * @param {world} world
           * @param {body} body
           * @return {world} The original world with the body added
           */

          /**
           * An alias for Composite.addConstraint
           * @method addConstraint
           * @param {world} world
           * @param {constraint} constraint
           * @return {world} The original world with the constraint added
           */
        })();

        /***/
      },
      /* 20 */
      /***/ function (module, exports, __webpack_require__) {
        /**
         * The `Matter.Pairs` module contains methods for creating and manipulating collision pair sets.
         *
         * @class Pairs
         */

        var Pairs = {};

        module.exports = Pairs;

        var Pair = __webpack_require__(9);
        var Common = __webpack_require__(0);

        (function () {
          Pairs._pairMaxIdleLife = 1000;

          /**
           * Creates a new pairs structure.
           * @method create
           * @param {object} options
           * @return {pairs} A new pairs structure
           */
          Pairs.create = function (options) {
            return Common.extend(
              {
                table: {},
                list: [],
                collisionStart: [],
                collisionActive: [],
                collisionEnd: [],
              },
              options,
            );
          };

          /**
           * Updates pairs given a list of collisions.
           * @method update
           * @param {object} pairs
           * @param {collision[]} collisions
           * @param {number} timestamp
           */
          Pairs.update = function (pairs, collisions, timestamp) {
            var pairsList = pairs.list,
              pairsTable = pairs.table,
              collisionStart = pairs.collisionStart,
              collisionEnd = pairs.collisionEnd,
              collisionActive = pairs.collisionActive,
              collision,
              pairId,
              pair,
              i;

            // clear collision state arrays, but maintain old reference
            collisionStart.length = 0;
            collisionEnd.length = 0;
            collisionActive.length = 0;

            for (i = 0; i < pairsList.length; i++) {
              pairsList[i].confirmedActive = false;
            }

            for (i = 0; i < collisions.length; i++) {
              collision = collisions[i];

              if (collision.collided) {
                pairId = Pair.id(collision.bodyA, collision.bodyB);

                pair = pairsTable[pairId];

                if (pair) {
                  // pair already exists (but may or may not be active)
                  if (pair.isActive) {
                    // pair exists and is active
                    collisionActive.push(pair);
                  } else {
                    // pair exists but was inactive, so a collision has just started again
                    collisionStart.push(pair);
                  }

                  // update the pair
                  Pair.update(pair, collision, timestamp);
                  pair.confirmedActive = true;
                } else {
                  // pair did not exist, create a new pair
                  pair = Pair.create(collision, timestamp);
                  pairsTable[pairId] = pair;

                  // push the new pair
                  collisionStart.push(pair);
                  pairsList.push(pair);
                }
              }
            }

            // deactivate previously active pairs that are now inactive
            for (i = 0; i < pairsList.length; i++) {
              pair = pairsList[i];
              if (pair.isActive && !pair.confirmedActive) {
                Pair.setActive(pair, false, timestamp);
                collisionEnd.push(pair);
              }
            }
          };

          /**
           * Finds and removes pairs that have been inactive for a set amount of time.
           * @method removeOld
           * @param {object} pairs
           * @param {number} timestamp
           */
          Pairs.removeOld = function (pairs, timestamp) {
            var pairsList = pairs.list,
              pairsTable = pairs.table,
              indexesToRemove = [],
              pair,
              collision,
              pairIndex,
              i;

            for (i = 0; i < pairsList.length; i++) {
              pair = pairsList[i];
              collision = pair.collision;

              // never remove sleeping pairs
              if (collision.bodyA.isSleeping || collision.bodyB.isSleeping) {
                pair.timeUpdated = timestamp;
                continue;
              }

              // if pair is inactive for too long, mark it to be removed
              if (timestamp - pair.timeUpdated > Pairs._pairMaxIdleLife) {
                indexesToRemove.push(i);
              }
            }

            // remove marked pairs
            for (i = 0; i < indexesToRemove.length; i++) {
              pairIndex = indexesToRemove[i] - i;
              pair = pairsList[pairIndex];
              delete pairsTable[pair.id];
              pairsList.splice(pairIndex, 1);
            }
          };

          /**
           * Clears the given pairs structure.
           * @method clear
           * @param {pairs} pairs
           * @return {pairs} pairs
           */
          Pairs.clear = function (pairs) {
            pairs.table = {};
            pairs.list.length = 0;
            pairs.collisionStart.length = 0;
            pairs.collisionActive.length = 0;
            pairs.collisionEnd.length = 0;
            return pairs;
          };
        })();

        /***/
      },
      /* 21 */
      /***/ function (module, exports, __webpack_require__) {
        /**
         * The `Matter.Resolver` module contains methods for resolving collision pairs.
         *
         * @class Resolver
         */

        var Resolver = {};

        module.exports = Resolver;

        var Vertices = __webpack_require__(3);
        var Vector = __webpack_require__(2);
        var Common = __webpack_require__(0);
        var Bounds = __webpack_require__(1);

        (function () {
          Resolver._restingThresh = 4;
          Resolver._restingThreshTangent = 6;
          Resolver._positionDampen = 0.9;
          Resolver._positionWarming = 0.8;
          Resolver._frictionNormalMultiplier = 5;

          /**
           * Prepare pairs for position solving.
           * @method preSolvePosition
           * @param {pair[]} pairs
           */
          Resolver.preSolvePosition = function (pairs) {
            var i, pair, activeCount;

            // find total contacts on each body
            for (i = 0; i < pairs.length; i++) {
              pair = pairs[i];

              if (!pair.isActive) continue;

              activeCount = pair.activeContacts.length;
              pair.collision.parentA.totalContacts += activeCount;
              pair.collision.parentB.totalContacts += activeCount;
            }
          };

          /**
           * Find a solution for pair positions.
           * @method solvePosition
           * @param {pair[]} pairs
           * @param {number} timeScale
           */
          Resolver.solvePosition = function (pairs, timeScale) {
            var i,
              pair,
              collision,
              bodyA,
              bodyB,
              normal,
              bodyBtoA,
              contactShare,
              positionImpulse,
              contactCount = {},
              tempA = Vector._temp[0],
              tempB = Vector._temp[1],
              tempC = Vector._temp[2],
              tempD = Vector._temp[3];

            // find impulses required to resolve penetration
            for (i = 0; i < pairs.length; i++) {
              pair = pairs[i];

              if (!pair.isActive || pair.isSensor) continue;

              collision = pair.collision;
              bodyA = collision.parentA;
              bodyB = collision.parentB;
              normal = collision.normal;

              // get current separation between body edges involved in collision
              bodyBtoA = Vector.sub(
                Vector.add(bodyB.positionImpulse, bodyB.position, tempA),
                Vector.add(bodyA.positionImpulse, Vector.sub(bodyB.position, collision.penetration, tempB), tempC),
                tempD,
              );

              pair.separation = Vector.dot(normal, bodyBtoA);
            }

            for (i = 0; i < pairs.length; i++) {
              pair = pairs[i];

              if (!pair.isActive || pair.isSensor) continue;

              collision = pair.collision;
              bodyA = collision.parentA;
              bodyB = collision.parentB;
              normal = collision.normal;
              positionImpulse = (pair.separation - pair.slop) * timeScale;

              if (bodyA.isStatic || bodyB.isStatic) positionImpulse *= 2;

              if (!(bodyA.isStatic || bodyA.isSleeping)) {
                contactShare = Resolver._positionDampen / bodyA.totalContacts;
                bodyA.positionImpulse.x += normal.x * positionImpulse * contactShare;
                bodyA.positionImpulse.y += normal.y * positionImpulse * contactShare;
              }

              if (!(bodyB.isStatic || bodyB.isSleeping)) {
                contactShare = Resolver._positionDampen / bodyB.totalContacts;
                bodyB.positionImpulse.x -= normal.x * positionImpulse * contactShare;
                bodyB.positionImpulse.y -= normal.y * positionImpulse * contactShare;
              }
            }
          };

          /**
           * Apply position resolution.
           * @method postSolvePosition
           * @param {body[]} bodies
           */
          Resolver.postSolvePosition = function (bodies) {
            for (var i = 0; i < bodies.length; i++) {
              var body = bodies[i];

              // reset contact count
              body.totalContacts = 0;

              if (body.positionImpulse.x !== 0 || body.positionImpulse.y !== 0) {
                // update body geometry
                for (var j = 0; j < body.parts.length; j++) {
                  var part = body.parts[j];
                  Vertices.translate(part.vertices, body.positionImpulse);
                  Bounds.update(part.bounds, part.vertices, body.velocity);
                  part.position.x += body.positionImpulse.x;
                  part.position.y += body.positionImpulse.y;
                }

                // move the body without changing velocity
                body.positionPrev.x += body.positionImpulse.x;
                body.positionPrev.y += body.positionImpulse.y;

                if (Vector.dot(body.positionImpulse, body.velocity) < 0) {
                  // reset cached impulse if the body has velocity along it
                  body.positionImpulse.x = 0;
                  body.positionImpulse.y = 0;
                } else {
                  // warm the next iteration
                  body.positionImpulse.x *= Resolver._positionWarming;
                  body.positionImpulse.y *= Resolver._positionWarming;
                }
              }
            }
          };

          /**
           * Prepare pairs for velocity solving.
           * @method preSolveVelocity
           * @param {pair[]} pairs
           */
          Resolver.preSolveVelocity = function (pairs) {
            var i,
              j,
              pair,
              contacts,
              collision,
              bodyA,
              bodyB,
              normal,
              tangent,
              contact,
              contactVertex,
              normalImpulse,
              tangentImpulse,
              offset,
              impulse = Vector._temp[0],
              tempA = Vector._temp[1];

            for (i = 0; i < pairs.length; i++) {
              pair = pairs[i];

              if (!pair.isActive || pair.isSensor) continue;

              contacts = pair.activeContacts;
              collision = pair.collision;
              bodyA = collision.parentA;
              bodyB = collision.parentB;
              normal = collision.normal;
              tangent = collision.tangent;

              // resolve each contact
              for (j = 0; j < contacts.length; j++) {
                contact = contacts[j];
                contactVertex = contact.vertex;
                normalImpulse = contact.normalImpulse;
                tangentImpulse = contact.tangentImpulse;

                if (normalImpulse !== 0 || tangentImpulse !== 0) {
                  // total impulse from contact
                  impulse.x = normal.x * normalImpulse + tangent.x * tangentImpulse;
                  impulse.y = normal.y * normalImpulse + tangent.y * tangentImpulse;

                  // apply impulse from contact
                  if (!(bodyA.isStatic || bodyA.isSleeping)) {
                    offset = Vector.sub(contactVertex, bodyA.position, tempA);
                    bodyA.positionPrev.x += impulse.x * bodyA.inverseMass;
                    bodyA.positionPrev.y += impulse.y * bodyA.inverseMass;
                    bodyA.anglePrev += Vector.cross(offset, impulse) * bodyA.inverseInertia;
                  }

                  if (!(bodyB.isStatic || bodyB.isSleeping)) {
                    offset = Vector.sub(contactVertex, bodyB.position, tempA);
                    bodyB.positionPrev.x -= impulse.x * bodyB.inverseMass;
                    bodyB.positionPrev.y -= impulse.y * bodyB.inverseMass;
                    bodyB.anglePrev -= Vector.cross(offset, impulse) * bodyB.inverseInertia;
                  }
                }
              }
            }
          };

          /**
           * Find a solution for pair velocities.
           * @method solveVelocity
           * @param {pair[]} pairs
           * @param {number} timeScale
           */
          Resolver.solveVelocity = function (pairs, timeScale) {
            var timeScaleSquared = timeScale * timeScale,
              impulse = Vector._temp[0],
              tempA = Vector._temp[1],
              tempB = Vector._temp[2],
              tempC = Vector._temp[3],
              tempD = Vector._temp[4],
              tempE = Vector._temp[5];

            for (var i = 0; i < pairs.length; i++) {
              var pair = pairs[i];

              if (!pair.isActive || pair.isSensor) continue;

              var collision = pair.collision,
                bodyA = collision.parentA,
                bodyB = collision.parentB,
                normal = collision.normal,
                tangent = collision.tangent,
                contacts = pair.activeContacts,
                contactShare = 1 / contacts.length;

              // update body velocities
              bodyA.velocity.x = bodyA.position.x - bodyA.positionPrev.x;
              bodyA.velocity.y = bodyA.position.y - bodyA.positionPrev.y;
              bodyB.velocity.x = bodyB.position.x - bodyB.positionPrev.x;
              bodyB.velocity.y = bodyB.position.y - bodyB.positionPrev.y;
              bodyA.angularVelocity = bodyA.angle - bodyA.anglePrev;
              bodyB.angularVelocity = bodyB.angle - bodyB.anglePrev;

              // resolve each contact
              for (var j = 0; j < contacts.length; j++) {
                var contact = contacts[j],
                  contactVertex = contact.vertex,
                  offsetA = Vector.sub(contactVertex, bodyA.position, tempA),
                  offsetB = Vector.sub(contactVertex, bodyB.position, tempB),
                  velocityPointA = Vector.add(
                    bodyA.velocity,
                    Vector.mult(Vector.perp(offsetA), bodyA.angularVelocity),
                    tempC,
                  ),
                  velocityPointB = Vector.add(
                    bodyB.velocity,
                    Vector.mult(Vector.perp(offsetB), bodyB.angularVelocity),
                    tempD,
                  ),
                  relativeVelocity = Vector.sub(velocityPointA, velocityPointB, tempE),
                  normalVelocity = Vector.dot(normal, relativeVelocity);

                var tangentVelocity = Vector.dot(tangent, relativeVelocity),
                  tangentSpeed = Math.abs(tangentVelocity),
                  tangentVelocityDirection = Common.sign(tangentVelocity);

                // raw impulses
                var normalImpulse = (1 + pair.restitution) * normalVelocity,
                  normalForce =
                    Common.clamp(pair.separation + normalVelocity, 0, 1) * Resolver._frictionNormalMultiplier;

                // coulomb friction
                var tangentImpulse = tangentVelocity,
                  maxFriction = Infinity;

                if (tangentSpeed > pair.friction * pair.frictionStatic * normalForce * timeScaleSquared) {
                  maxFriction = tangentSpeed;
                  tangentImpulse = Common.clamp(
                    pair.friction * tangentVelocityDirection * timeScaleSquared,
                    -maxFriction,
                    maxFriction,
                  );
                }

                // modify impulses accounting for mass, inertia and offset
                var oAcN = Vector.cross(offsetA, normal),
                  oBcN = Vector.cross(offsetB, normal),
                  share =
                    contactShare /
                    (bodyA.inverseMass +
                      bodyB.inverseMass +
                      bodyA.inverseInertia * oAcN * oAcN +
                      bodyB.inverseInertia * oBcN * oBcN);

                normalImpulse *= share;
                tangentImpulse *= share;

                // handle high velocity and resting collisions separately
                if (
                  normalVelocity < 0 &&
                  normalVelocity * normalVelocity > Resolver._restingThresh * timeScaleSquared
                ) {
                  // high normal velocity so clear cached contact normal impulse
                  contact.normalImpulse = 0;
                } else {
                  // solve resting collision constraints using Erin Catto's method (GDC08)
                  // impulse constraint tends to 0
                  var contactNormalImpulse = contact.normalImpulse;
                  contact.normalImpulse = Math.min(contact.normalImpulse + normalImpulse, 0);
                  normalImpulse = contact.normalImpulse - contactNormalImpulse;
                }

                // handle high velocity and resting collisions separately
                if (tangentVelocity * tangentVelocity > Resolver._restingThreshTangent * timeScaleSquared) {
                  // high tangent velocity so clear cached contact tangent impulse
                  contact.tangentImpulse = 0;
                } else {
                  // solve resting collision constraints using Erin Catto's method (GDC08)
                  // tangent impulse tends to -tangentSpeed or +tangentSpeed
                  var contactTangentImpulse = contact.tangentImpulse;
                  contact.tangentImpulse = Common.clamp(
                    contact.tangentImpulse + tangentImpulse,
                    -maxFriction,
                    maxFriction,
                  );
                  tangentImpulse = contact.tangentImpulse - contactTangentImpulse;
                }

                // total impulse from contact
                impulse.x = normal.x * normalImpulse + tangent.x * tangentImpulse;
                impulse.y = normal.y * normalImpulse + tangent.y * tangentImpulse;

                // apply impulse from contact
                if (!(bodyA.isStatic || bodyA.isSleeping)) {
                  bodyA.positionPrev.x += impulse.x * bodyA.inverseMass;
                  bodyA.positionPrev.y += impulse.y * bodyA.inverseMass;
                  bodyA.anglePrev += Vector.cross(offsetA, impulse) * bodyA.inverseInertia;
                }

                if (!(bodyB.isStatic || bodyB.isSleeping)) {
                  bodyB.positionPrev.x -= impulse.x * bodyB.inverseMass;
                  bodyB.positionPrev.y -= impulse.y * bodyB.inverseMass;
                  bodyB.anglePrev -= Vector.cross(offsetB, impulse) * bodyB.inverseInertia;
                }
              }
            }
          };
        })();

        /***/
      },
      /* 22 */
      /***/ function (module, exports, __webpack_require__) {
        /**
         * The `Matter.Engine` module contains methods for creating and manipulating engines.
         * An engine is a controller that manages updating the simulation of the world.
         * See `Matter.Runner` for an optional game loop utility.
         *
         * See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples).
         *
         * @class Engine
         */

        var Engine = {};

        module.exports = Engine;

        var World = __webpack_require__(19);
        var Sleeping = __webpack_require__(7);
        var Resolver = __webpack_require__(21);
        var Render = __webpack_require__(10);
        var Pairs = __webpack_require__(20);
        var Metrics = __webpack_require__(23);
        var Grid = __webpack_require__(11);
        var Events = __webpack_require__(4);
        var Composite = __webpack_require__(5);
        var Constraint = __webpack_require__(8);
        var Common = __webpack_require__(0);
        var Body = __webpack_require__(6);

        (function () {
          /**
           * Creates a new engine. The options parameter is an object that specifies any properties you wish to override the defaults.
           * All properties have default values, and many are pre-calculated automatically based on other properties.
           * See the properties section below for detailed information on what you can pass via the `options` object.
           * @method create
           * @param {object} [options]
           * @return {engine} engine
           */
          Engine.create = function (element, options) {
            // options may be passed as the first (and only) argument
            options = Common.isElement(element) ? options : element;
            element = Common.isElement(element) ? element : null;
            options = options || {};

            if (element || options.render) {
              Common.warn('Engine.create: engine.render is deprecated (see docs)');
            }

            var defaults = {
              positionIterations: 6,
              velocityIterations: 4,
              constraintIterations: 2,
              enableSleeping: false,
              events: [],
              plugin: {},
              timing: {
                timestamp: 0,
                timeScale: 1,
              },
              broadphase: {
                controller: Grid,
              },
            };

            var engine = Common.extend(defaults, options);

            // @deprecated
            if (element || engine.render) {
              var renderDefaults = {
                element: element,
                controller: Render,
              };

              engine.render = Common.extend(renderDefaults, engine.render);
            }

            // @deprecated
            if (engine.render && engine.render.controller) {
              engine.render = engine.render.controller.create(engine.render);
            }

            // @deprecated
            if (engine.render) {
              engine.render.engine = engine;
            }

            engine.world = options.world || World.create(engine.world);
            engine.pairs = Pairs.create();
            engine.broadphase = engine.broadphase.controller.create(engine.broadphase);
            engine.metrics = engine.metrics || { extended: false };

            // @if DEBUG
            engine.metrics = Metrics.create(engine.metrics);
            // @endif

            return engine;
          };

          /**
           * Moves the simulation forward in time by `delta` ms.
           * The `correction` argument is an optional `Number` that specifies the time correction factor to apply to the update.
           * This can help improve the accuracy of the simulation in cases where `delta` is changing between updates.
           * The value of `correction` is defined as `delta / lastDelta`, i.e. the percentage change of `delta` over the last step.
           * Therefore the value is always `1` (no correction) when `delta` constant (or when no correction is desired, which is the default).
           * See the paper on <a href="http://lonesock.net/article/verlet.html">Time Corrected Verlet</a> for more information.
           *
           * Triggers `beforeUpdate` and `afterUpdate` events.
           * Triggers `collisionStart`, `collisionActive` and `collisionEnd` events.
           * @method update
           * @param {engine} engine
           * @param {number} [delta=16.666]
           * @param {number} [correction=1]
           */
          Engine.update = function (engine, delta, correction) {
            delta = delta || 1000 / 60;
            correction = correction || 1;

            var world = engine.world,
              timing = engine.timing,
              broadphase = engine.broadphase,
              broadphasePairs = [],
              i;

            // increment timestamp
            timing.timestamp += delta * timing.timeScale;

            // create an event object
            var event = {
              timestamp: timing.timestamp,
            };

            Events.trigger(engine, 'beforeUpdate', event);

            // get lists of all bodies and constraints, no matter what composites they are in
            var allBodies = Composite.allBodies(world),
              allConstraints = Composite.allConstraints(world);

            // @if DEBUG
            // reset metrics logging
            Metrics.reset(engine.metrics);
            // @endif

            // if sleeping enabled, call the sleeping controller
            if (engine.enableSleeping) Sleeping.update(allBodies, timing.timeScale);

            // applies gravity to all bodies
            Engine._bodiesApplyGravity(allBodies, world.gravity);

            // update all body position and rotation by integration
            Engine._bodiesUpdate(allBodies, delta, timing.timeScale, correction, world.bounds);

            // update all constraints (first pass)
            Constraint.preSolveAll(allBodies);
            for (i = 0; i < engine.constraintIterations; i++) {
              Constraint.solveAll(allConstraints, timing.timeScale);
            }
            Constraint.postSolveAll(allBodies);

            // broadphase pass: find potential collision pairs
            if (broadphase.controller) {
              // if world is dirty, we must flush the whole grid
              if (world.isModified) broadphase.controller.clear(broadphase);

              // update the grid buckets based on current bodies
              broadphase.controller.update(broadphase, allBodies, engine, world.isModified);
              broadphasePairs = broadphase.pairsList;
            } else {
              // if no broadphase set, we just pass all bodies
              broadphasePairs = allBodies;
            }

            // clear all composite modified flags
            if (world.isModified) {
              Composite.setModified(world, false, false, true);
            }

            // narrowphase pass: find actual collisions, then create or update collision pairs
            var collisions = broadphase.detector(broadphasePairs, engine);

            // update collision pairs
            var pairs = engine.pairs,
              timestamp = timing.timestamp;
            Pairs.update(pairs, collisions, timestamp);
            Pairs.removeOld(pairs, timestamp);

            // wake up bodies involved in collisions
            if (engine.enableSleeping) Sleeping.afterCollisions(pairs.list, timing.timeScale);

            // trigger collision events
            if (pairs.collisionStart.length > 0)
              Events.trigger(engine, 'collisionStart', { pairs: pairs.collisionStart });

            // iteratively resolve position between collisions
            Resolver.preSolvePosition(pairs.list);
            for (i = 0; i < engine.positionIterations; i++) {
              Resolver.solvePosition(pairs.list, timing.timeScale);
            }
            Resolver.postSolvePosition(allBodies);

            // update all constraints (second pass)
            Constraint.preSolveAll(allBodies);
            for (i = 0; i < engine.constraintIterations; i++) {
              Constraint.solveAll(allConstraints, timing.timeScale);
            }
            Constraint.postSolveAll(allBodies);

            // iteratively resolve velocity between collisions
            Resolver.preSolveVelocity(pairs.list);
            for (i = 0; i < engine.velocityIterations; i++) {
              Resolver.solveVelocity(pairs.list, timing.timeScale);
            }

            // trigger collision events
            if (pairs.collisionActive.length > 0)
              Events.trigger(engine, 'collisionActive', { pairs: pairs.collisionActive });

            if (pairs.collisionEnd.length > 0) Events.trigger(engine, 'collisionEnd', { pairs: pairs.collisionEnd });

            // @if DEBUG
            // update metrics log
            Metrics.update(engine.metrics, engine);
            // @endif

            // clear force buffers
            Engine._bodiesClearForces(allBodies);

            Events.trigger(engine, 'afterUpdate', event);

            return engine;
          };

          /**
           * Merges two engines by keeping the configuration of `engineA` but replacing the world with the one from `engineB`.
           * @method merge
           * @param {engine} engineA
           * @param {engine} engineB
           */
          Engine.merge = function (engineA, engineB) {
            Common.extend(engineA, engineB);

            if (engineB.world) {
              engineA.world = engineB.world;

              Engine.clear(engineA);

              var bodies = Composite.allBodies(engineA.world);

              for (var i = 0; i < bodies.length; i++) {
                var body = bodies[i];
                Sleeping.set(body, false);
                body.id = Common.nextId();
              }
            }
          };

          /**
           * Clears the engine including the world, pairs and broadphase.
           * @method clear
           * @param {engine} engine
           */
          Engine.clear = function (engine) {
            var world = engine.world;

            Pairs.clear(engine.pairs);

            var broadphase = engine.broadphase;
            if (broadphase.controller) {
              var bodies = Composite.allBodies(world);
              broadphase.controller.clear(broadphase);
              broadphase.controller.update(broadphase, bodies, engine, true);
            }
          };

          /**
           * Zeroes the `body.force` and `body.torque` force buffers.
           * @method _bodiesClearForces
           * @private
           * @param {body[]} bodies
           */
          Engine._bodiesClearForces = function (bodies) {
            for (var i = 0; i < bodies.length; i++) {
              var body = bodies[i];

              // reset force buffers
              body.force.x = 0;
              body.force.y = 0;
              body.torque = 0;
            }
          };

          /**
           * Applys a mass dependant force to all given bodies.
           * @method _bodiesApplyGravity
           * @private
           * @param {body[]} bodies
           * @param {vector} gravity
           */
          Engine._bodiesApplyGravity = function (bodies, gravity) {
            var gravityScale = typeof gravity.scale !== 'undefined' ? gravity.scale : 0.001;

            if ((gravity.x === 0 && gravity.y === 0) || gravityScale === 0) {
              return;
            }

            for (var i = 0; i < bodies.length; i++) {
              var body = bodies[i];

              if (body.isStatic || body.isSleeping) continue;

              // apply gravity
              body.force.y += body.mass * gravity.y * gravityScale;
              body.force.x += body.mass * gravity.x * gravityScale;
            }
          };

          /**
           * Applys `Body.update` to all given `bodies`.
           * @method _bodiesUpdate
           * @private
           * @param {body[]} bodies
           * @param {number} deltaTime
           * The amount of time elapsed between updates
           * @param {number} timeScale
           * @param {number} correction
           * The Verlet correction factor (deltaTime / lastDeltaTime)
           * @param {bounds} worldBounds
           */
          Engine._bodiesUpdate = function (bodies, deltaTime, timeScale, correction, worldBounds) {
            for (var i = 0; i < bodies.length; i++) {
              var body = bodies[i];

              if (body.isStatic || body.isSleeping) continue;

              Body.update(body, deltaTime, timeScale, correction);
            }
          };

          /**
           * An alias for `Runner.run`, see `Matter.Runner` for more information.
           * @method run
           * @param {engine} engine
           */

          /**
           * Fired just before an update
           *
           * @event beforeUpdate
           * @param {} event An event object
           * @param {number} event.timestamp The engine.timing.timestamp of the event
           * @param {} event.source The source object of the event
           * @param {} event.name The name of the event
           */

          /**
           * Fired after engine update and all collision events
           *
           * @event afterUpdate
           * @param {} event An event object
           * @param {number} event.timestamp The engine.timing.timestamp of the event
           * @param {} event.source The source object of the event
           * @param {} event.name The name of the event
           */

          /**
           * Fired after engine update, provides a list of all pairs that have started to collide in the current tick (if any)
           *
           * @event collisionStart
           * @param {} event An event object
           * @param {} event.pairs List of affected pairs
           * @param {number} event.timestamp The engine.timing.timestamp of the event
           * @param {} event.source The source object of the event
           * @param {} event.name The name of the event
           */

          /**
           * Fired after engine update, provides a list of all pairs that are colliding in the current tick (if any)
           *
           * @event collisionActive
           * @param {} event An event object
           * @param {} event.pairs List of affected pairs
           * @param {number} event.timestamp The engine.timing.timestamp of the event
           * @param {} event.source The source object of the event
           * @param {} event.name The name of the event
           */

          /**
           * Fired after engine update, provides a list of all pairs that have ended collision in the current tick (if any)
           *
           * @event collisionEnd
           * @param {} event An event object
           * @param {} event.pairs List of affected pairs
           * @param {number} event.timestamp The engine.timing.timestamp of the event
           * @param {} event.source The source object of the event
           * @param {} event.name The name of the event
           */

          /*
           *
           *  Properties Documentation
           *
           */

          /**
           * An integer `Number` that specifies the number of position iterations to perform each update.
           * The higher the value, the higher quality the simulation will be at the expense of performance.
           *
           * @property positionIterations
           * @type number
           * @default 6
           */

          /**
           * An integer `Number` that specifies the number of velocity iterations to perform each update.
           * The higher the value, the higher quality the simulation will be at the expense of performance.
           *
           * @property velocityIterations
           * @type number
           * @default 4
           */

          /**
           * An integer `Number` that specifies the number of constraint iterations to perform each update.
           * The higher the value, the higher quality the simulation will be at the expense of performance.
           * The default value of `2` is usually very adequate.
           *
           * @property constraintIterations
           * @type number
           * @default 2
           */

          /**
           * A flag that specifies whether the engine should allow sleeping via the `Matter.Sleeping` module.
           * Sleeping can improve stability and performance, but often at the expense of accuracy.
           *
           * @property enableSleeping
           * @type boolean
           * @default false
           */

          /**
           * An `Object` containing properties regarding the timing systems of the engine.
           *
           * @property timing
           * @type object
           */

          /**
           * A `Number` that specifies the global scaling factor of time for all bodies.
           * A value of `0` freezes the simulation.
           * A value of `0.1` gives a slow-motion effect.
           * A value of `1.2` gives a speed-up effect.
           *
           * @property timing.timeScale
           * @type number
           * @default 1
           */

          /**
           * A `Number` that specifies the current simulation-time in milliseconds starting from `0`.
           * It is incremented on every `Engine.update` by the given `delta` argument.
           *
           * @property timing.timestamp
           * @type number
           * @default 0
           */

          /**
           * An instance of a `Render` controller. The default value is a `Matter.Render` instance created by `Engine.create`.
           * One may also develop a custom renderer module based on `Matter.Render` and pass an instance of it to `Engine.create` via `options.render`.
           *
           * A minimal custom renderer object must define at least three functions: `create`, `clear` and `world` (see `Matter.Render`).
           * It is also possible to instead pass the _module_ reference via `options.render.controller` and `Engine.create` will instantiate one for you.
           *
           * @property render
           * @type render
           * @deprecated see Demo.js for an example of creating a renderer
           * @default a Matter.Render instance
           */

          /**
           * An instance of a broadphase controller. The default value is a `Matter.Grid` instance created by `Engine.create`.
           *
           * @property broadphase
           * @type grid
           * @default a Matter.Grid instance
           */

          /**
           * A `World` composite object that will contain all simulated bodies and constraints.
           *
           * @property world
           * @type world
           * @default a Matter.World instance
           */

          /**
           * An object reserved for storing plugin-specific properties.
           *
           * @property plugin
           * @type {}
           */
        })();

        /***/
      },
      /* 23 */
      /***/ function (module, exports, __webpack_require__) {
        // @if DEBUG
        /**
         * _Internal Class_, not generally used outside of the engine's internals.
         *
         */

        var Metrics = {};

        module.exports = Metrics;

        var Composite = __webpack_require__(5);
        var Common = __webpack_require__(0);

        (function () {
          /**
           * Creates a new metrics.
           * @method create
           * @private
           * @return {metrics} A new metrics
           */
          Metrics.create = function (options) {
            var defaults = {
              extended: false,
              narrowDetections: 0,
              narrowphaseTests: 0,
              narrowReuse: 0,
              narrowReuseCount: 0,
              midphaseTests: 0,
              broadphaseTests: 0,
              narrowEff: 0.0001,
              midEff: 0.0001,
              broadEff: 0.0001,
              collisions: 0,
              buckets: 0,
              bodies: 0,
              pairs: 0,
            };

            return Common.extend(defaults, false, options);
          };

          /**
           * Resets metrics.
           * @method reset
           * @private
           * @param {metrics} metrics
           */
          Metrics.reset = function (metrics) {
            if (metrics.extended) {
              metrics.narrowDetections = 0;
              metrics.narrowphaseTests = 0;
              metrics.narrowReuse = 0;
              metrics.narrowReuseCount = 0;
              metrics.midphaseTests = 0;
              metrics.broadphaseTests = 0;
              metrics.narrowEff = 0;
              metrics.midEff = 0;
              metrics.broadEff = 0;
              metrics.collisions = 0;
              metrics.buckets = 0;
              metrics.pairs = 0;
              metrics.bodies = 0;
            }
          };

          /**
           * Updates metrics.
           * @method update
           * @private
           * @param {metrics} metrics
           * @param {engine} engine
           */
          Metrics.update = function (metrics, engine) {
            if (metrics.extended) {
              var world = engine.world,
                bodies = Composite.allBodies(world);

              metrics.collisions = metrics.narrowDetections;
              metrics.pairs = engine.pairs.list.length;
              metrics.bodies = bodies.length;
              metrics.midEff = (metrics.narrowDetections / (metrics.midphaseTests || 1)).toFixed(2);
              metrics.narrowEff = (metrics.narrowDetections / (metrics.narrowphaseTests || 1)).toFixed(2);
              metrics.broadEff = (1 - metrics.broadphaseTests / (bodies.length || 1)).toFixed(2);
              metrics.narrowReuse = (metrics.narrowReuseCount / (metrics.narrowphaseTests || 1)).toFixed(2);
              //var broadphase = engine.broadphase[engine.broadphase.current];
              //if (broadphase.instance)
              //    metrics.buckets = Common.keys(broadphase.instance.buckets).length;
            }
          };
        })();
        // @endif

        /***/
      },
      /* 24 */
      /***/ function (module, exports, __webpack_require__) {
        var Matter = (module.exports = __webpack_require__(25));

        Matter.Body = __webpack_require__(6);
        Matter.Composite = __webpack_require__(5);
        Matter.World = __webpack_require__(19);

        Matter.Contact = __webpack_require__(18);
        Matter.Detector = __webpack_require__(12);
        Matter.Grid = __webpack_require__(11);
        Matter.Pairs = __webpack_require__(20);
        Matter.Pair = __webpack_require__(9);
        Matter.Query = __webpack_require__(26);
        Matter.Resolver = __webpack_require__(21);
        Matter.SAT = __webpack_require__(13);

        Matter.Constraint = __webpack_require__(8);
        Matter.MouseConstraint = __webpack_require__(28);

        Matter.Common = __webpack_require__(0);
        Matter.Engine = __webpack_require__(22);
        Matter.Events = __webpack_require__(4);
        Matter.Mouse = __webpack_require__(14);
        Matter.Runner = __webpack_require__(29);
        Matter.Sleeping = __webpack_require__(7);
        Matter.Plugin = __webpack_require__(17);

        // @if DEBUG
        Matter.Metrics = __webpack_require__(23);
        // @endif

        Matter.Bodies = __webpack_require__(16);
        Matter.Composites = __webpack_require__(30);

        Matter.Axes = __webpack_require__(15);
        Matter.Bounds = __webpack_require__(1);
        Matter.Svg = __webpack_require__(31);
        Matter.Vector = __webpack_require__(2);
        Matter.Vertices = __webpack_require__(3);

        Matter.Render = __webpack_require__(10);
        Matter.RenderPixi = __webpack_require__(32);

        // aliases

        Matter.World.add = Matter.Composite.add;
        Matter.World.remove = Matter.Composite.remove;
        Matter.World.addComposite = Matter.Composite.addComposite;
        Matter.World.addBody = Matter.Composite.addBody;
        Matter.World.addConstraint = Matter.Composite.addConstraint;
        Matter.World.clear = Matter.Composite.clear;
        Matter.Engine.run = Matter.Runner.run;

        /***/
      },
      /* 25 */
      /***/ function (module, exports, __webpack_require__) {
        /**
         * The `Matter` module is the top level namespace. It also includes a function for installing plugins on top of the library.
         *
         * @class Matter
         */

        var Matter = {};

        module.exports = Matter;

        var Plugin = __webpack_require__(17);
        var Common = __webpack_require__(0);

        (function () {
          /**
           * The library name.
           * @property name
           * @readOnly
           * @type {String}
           */
          Matter.name = 'matter-js';

          /**
           * The library version.
           * @property version
           * @readOnly
           * @type {String}
           */
          Matter.version = true ? '0.14.2' : undefined;

          /**
           * A list of plugin dependencies to be installed. These are normally set and installed through `Matter.use`.
           * Alternatively you may set `Matter.uses` manually and install them by calling `Plugin.use(Matter)`.
           * @property uses
           * @type {Array}
           */
          Matter.uses = [];

          /**
           * The plugins that have been installed through `Matter.Plugin.install`. Read only.
           * @property used
           * @readOnly
           * @type {Array}
           */
          Matter.used = [];

          /**
           * Installs the given plugins on the `Matter` namespace.
           * This is a short-hand for `Plugin.use`, see it for more information.
           * Call this function once at the start of your code, with all of the plugins you wish to install as arguments.
           * Avoid calling this function multiple times unless you intend to manually control installation order.
           * @method use
           * @param ...plugin {Function} The plugin(s) to install on `base` (multi-argument).
           */
          Matter.use = function () {
            Plugin.use(Matter, Array.prototype.slice.call(arguments));
          };

          /**
           * Chains a function to excute before the original function on the given `path` relative to `Matter`.
           * See also docs for `Common.chain`.
           * @method before
           * @param {string} path The path relative to `Matter`
           * @param {function} func The function to chain before the original
           * @return {function} The chained function that replaced the original
           */
          Matter.before = function (path, func) {
            path = path.replace(/^Matter./, '');
            return Common.chainPathBefore(Matter, path, func);
          };

          /**
           * Chains a function to excute after the original function on the given `path` relative to `Matter`.
           * See also docs for `Common.chain`.
           * @method after
           * @param {string} path The path relative to `Matter`
           * @param {function} func The function to chain after the original
           * @return {function} The chained function that replaced the original
           */
          Matter.after = function (path, func) {
            path = path.replace(/^Matter./, '');
            return Common.chainPathAfter(Matter, path, func);
          };
        })();

        /***/
      },
      /* 26 */
      /***/ function (module, exports, __webpack_require__) {
        /**
         * The `Matter.Query` module contains methods for performing collision queries.
         *
         * See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples).
         *
         * @class Query
         */

        var Query = {};

        module.exports = Query;

        var Vector = __webpack_require__(2);
        var SAT = __webpack_require__(13);
        var Bounds = __webpack_require__(1);
        var Bodies = __webpack_require__(16);
        var Vertices = __webpack_require__(3);

        (function () {
          /**
           * Returns a list of collisions between `body` and `bodies`.
           * @method collides
           * @param {body} body
           * @param {body[]} bodies
           * @return {object[]} Collisions
           */
          Query.collides = function (body, bodies) {
            var collisions = [];

            for (var i = 0; i < bodies.length; i++) {
              var bodyA = bodies[i];

              if (Bounds.overlaps(bodyA.bounds, body.bounds)) {
                for (var j = bodyA.parts.length === 1 ? 0 : 1; j < bodyA.parts.length; j++) {
                  var part = bodyA.parts[j];

                  if (Bounds.overlaps(part.bounds, body.bounds)) {
                    var collision = SAT.collides(part, body);

                    if (collision.collided) {
                      collisions.push(collision);
                      break;
                    }
                  }
                }
              }
            }

            return collisions;
          };

          /**
           * Casts a ray segment against a set of bodies and returns all collisions, ray width is optional. Intersection points are not provided.
           * @method ray
           * @param {body[]} bodies
           * @param {vector} startPoint
           * @param {vector} endPoint
           * @param {number} [rayWidth]
           * @return {object[]} Collisions
           */
          Query.ray = function (bodies, startPoint, endPoint, rayWidth) {
            rayWidth = rayWidth || 1e-100;

            var rayAngle = Vector.angle(startPoint, endPoint),
              rayLength = Vector.magnitude(Vector.sub(startPoint, endPoint)),
              rayX = (endPoint.x + startPoint.x) * 0.5,
              rayY = (endPoint.y + startPoint.y) * 0.5,
              ray = Bodies.rectangle(rayX, rayY, rayLength, rayWidth, { angle: rayAngle }),
              collisions = Query.collides(ray, bodies);

            for (var i = 0; i < collisions.length; i += 1) {
              var collision = collisions[i];
              collision.body = collision.bodyB = collision.bodyA;
            }

            return collisions;
          };

          /**
           * Returns all bodies whose bounds are inside (or outside if set) the given set of bounds, from the given set of bodies.
           * @method region
           * @param {body[]} bodies
           * @param {bounds} bounds
           * @param {bool} [outside=false]
           * @return {body[]} The bodies matching the query
           */
          Query.region = function (bodies, bounds, outside) {
            var result = [];

            for (var i = 0; i < bodies.length; i++) {
              var body = bodies[i],
                overlaps = Bounds.overlaps(body.bounds, bounds);
              if ((overlaps && !outside) || (!overlaps && outside)) result.push(body);
            }

            return result;
          };

          /**
           * Returns all bodies whose vertices contain the given point, from the given set of bodies.
           * @method point
           * @param {body[]} bodies
           * @param {vector} point
           * @return {body[]} The bodies matching the query
           */
          Query.point = function (bodies, point) {
            var result = [];

            for (var i = 0; i < bodies.length; i++) {
              var body = bodies[i];

              if (Bounds.contains(body.bounds, point)) {
                for (var j = body.parts.length === 1 ? 0 : 1; j < body.parts.length; j++) {
                  var part = body.parts[j];

                  if (Bounds.contains(part.bounds, point) && Vertices.contains(part.vertices, point)) {
                    result.push(body);
                    break;
                  }
                }
              }
            }

            return result;
          };
        })();

        /***/
      },
      /* 27 */
      /***/ function (module, exports) {
        if (typeof __WEBPACK_EXTERNAL_MODULE__27__ === 'undefined') {
          var e = new Error("Cannot find module 'undefined'");
          e.code = 'MODULE_NOT_FOUND';
          throw e;
        }
        module.exports = __WEBPACK_EXTERNAL_MODULE__27__;

        /***/
      },
      /* 28 */
      /***/ function (module, exports, __webpack_require__) {
        /**
         * The `Matter.MouseConstraint` module contains methods for creating mouse constraints.
         * Mouse constraints are used for allowing user interaction, providing the ability to move bodies via the mouse or touch.
         *
         * See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples).
         *
         * @class MouseConstraint
         */

        var MouseConstraint = {};

        module.exports = MouseConstraint;

        var Vertices = __webpack_require__(3);
        var Sleeping = __webpack_require__(7);
        var Mouse = __webpack_require__(14);
        var Events = __webpack_require__(4);
        var Detector = __webpack_require__(12);
        var Constraint = __webpack_require__(8);
        var Composite = __webpack_require__(5);
        var Common = __webpack_require__(0);
        var Bounds = __webpack_require__(1);

        (function () {
          /**
           * Creates a new mouse constraint.
           * All properties have default values, and many are pre-calculated automatically based on other properties.
           * See the properties section below for detailed information on what you can pass via the `options` object.
           * @method create
           * @param {engine} engine
           * @param {} options
           * @return {MouseConstraint} A new MouseConstraint
           */
          MouseConstraint.create = function (engine, options) {
            var mouse = (engine ? engine.mouse : null) || (options ? options.mouse : null);

            if (!mouse) {
              if (engine && engine.render && engine.render.canvas) {
                mouse = Mouse.create(engine.render.canvas);
              } else if (options && options.element) {
                mouse = Mouse.create(options.element);
              } else {
                mouse = Mouse.create();
                Common.warn(
                  'MouseConstraint.create: options.mouse was undefined, options.element was undefined, may not function as expected',
                );
              }
            }

            var constraint = Constraint.create({
              label: 'Mouse Constraint',
              pointA: mouse.position,
              pointB: { x: 0, y: 0 },
              length: 0.01,
              stiffness: 0.1,
              angularStiffness: 1,
              render: {
                strokeStyle: '#90EE90',
                lineWidth: 3,
              },
            });

            var defaults = {
              type: 'mouseConstraint',
              mouse: mouse,
              element: null,
              body: null,
              constraint: constraint,
              collisionFilter: {
                category: 0x0001,
                mask: 0xffffffff,
                group: 0,
              },
            };

            var mouseConstraint = Common.extend(defaults, options);

            Events.on(engine, 'beforeUpdate', function () {
              var allBodies = Composite.allBodies(engine.world);
              MouseConstraint.update(mouseConstraint, allBodies);
              MouseConstraint._triggerEvents(mouseConstraint);
            });

            return mouseConstraint;
          };

          /**
           * Updates the given mouse constraint.
           * @private
           * @method update
           * @param {MouseConstraint} mouseConstraint
           * @param {body[]} bodies
           */
          MouseConstraint.update = function (mouseConstraint, bodies) {
            var mouse = mouseConstraint.mouse,
              constraint = mouseConstraint.constraint,
              body = mouseConstraint.body;

            if (mouse.button === 0) {
              if (!constraint.bodyB) {
                for (var i = 0; i < bodies.length; i++) {
                  body = bodies[i];
                  if (
                    Bounds.contains(body.bounds, mouse.position) &&
                    Detector.canCollide(body.collisionFilter, mouseConstraint.collisionFilter)
                  ) {
                    for (var j = body.parts.length > 1 ? 1 : 0; j < body.parts.length; j++) {
                      var part = body.parts[j];
                      if (Vertices.contains(part.vertices, mouse.position)) {
                        constraint.pointA = mouse.position;
                        constraint.bodyB = mouseConstraint.body = body;
                        constraint.pointB = {
                          x: mouse.position.x - body.position.x,
                          y: mouse.position.y - body.position.y,
                        };
                        constraint.angleB = body.angle;

                        Sleeping.set(body, false);
                        Events.trigger(mouseConstraint, 'startdrag', { mouse: mouse, body: body });

                        break;
                      }
                    }
                  }
                }
              } else {
                Sleeping.set(constraint.bodyB, false);
                constraint.pointA = mouse.position;
              }
            } else {
              constraint.bodyB = mouseConstraint.body = null;
              constraint.pointB = null;

              if (body) Events.trigger(mouseConstraint, 'enddrag', { mouse: mouse, body: body });
            }
          };

          /**
           * Triggers mouse constraint events.
           * @method _triggerEvents
           * @private
           * @param {mouse} mouseConstraint
           */
          MouseConstraint._triggerEvents = function (mouseConstraint) {
            var mouse = mouseConstraint.mouse,
              mouseEvents = mouse.sourceEvents;

            if (mouseEvents.mousemove) Events.trigger(mouseConstraint, 'mousemove', { mouse: mouse });

            if (mouseEvents.mousedown) Events.trigger(mouseConstraint, 'mousedown', { mouse: mouse });

            if (mouseEvents.mouseup) Events.trigger(mouseConstraint, 'mouseup', { mouse: mouse });

            // reset the mouse state ready for the next step
            Mouse.clearSourceEvents(mouse);
          };

          /*
           *
           *  Events Documentation
           *
           */

          /**
           * Fired when the mouse has moved (or a touch moves) during the last step
           *
           * @event mousemove
           * @param {} event An event object
           * @param {mouse} event.mouse The engine's mouse instance
           * @param {} event.source The source object of the event
           * @param {} event.name The name of the event
           */

          /**
           * Fired when the mouse is down (or a touch has started) during the last step
           *
           * @event mousedown
           * @param {} event An event object
           * @param {mouse} event.mouse The engine's mouse instance
           * @param {} event.source The source object of the event
           * @param {} event.name The name of the event
           */

          /**
           * Fired when the mouse is up (or a touch has ended) during the last step
           *
           * @event mouseup
           * @param {} event An event object
           * @param {mouse} event.mouse The engine's mouse instance
           * @param {} event.source The source object of the event
           * @param {} event.name The name of the event
           */

          /**
           * Fired when the user starts dragging a body
           *
           * @event startdrag
           * @param {} event An event object
           * @param {mouse} event.mouse The engine's mouse instance
           * @param {body} event.body The body being dragged
           * @param {} event.source The source object of the event
           * @param {} event.name The name of the event
           */

          /**
           * Fired when the user ends dragging a body
           *
           * @event enddrag
           * @param {} event An event object
           * @param {mouse} event.mouse The engine's mouse instance
           * @param {body} event.body The body that has stopped being dragged
           * @param {} event.source The source object of the event
           * @param {} event.name The name of the event
           */

          /*
           *
           *  Properties Documentation
           *
           */

          /**
           * A `String` denoting the type of object.
           *
           * @property type
           * @type string
           * @default "constraint"
           * @readOnly
           */

          /**
           * The `Mouse` instance in use. If not supplied in `MouseConstraint.create`, one will be created.
           *
           * @property mouse
           * @type mouse
           * @default mouse
           */

          /**
           * The `Body` that is currently being moved by the user, or `null` if no body.
           *
           * @property body
           * @type body
           * @default null
           */

          /**
           * The `Constraint` object that is used to move the body during interaction.
           *
           * @property constraint
           * @type constraint
           */

          /**
           * An `Object` that specifies the collision filter properties.
           * The collision filter allows the user to define which types of body this mouse constraint can interact with.
           * See `body.collisionFilter` for more information.
           *
           * @property collisionFilter
           * @type object
           */
        })();

        /***/
      },
      /* 29 */
      /***/ function (module, exports, __webpack_require__) {
        /**
         * The `Matter.Runner` module is an optional utility which provides a game loop,
         * that handles continuously updating a `Matter.Engine` for you within a browser.
         * It is intended for development and debugging purposes, but may also be suitable for simple games.
         * If you are using your own game loop instead, then you do not need the `Matter.Runner` module.
         * Instead just call `Engine.update(engine, delta)` in your own loop.
         *
         * See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples).
         *
         * @class Runner
         */

        var Runner = {};

        module.exports = Runner;

        var Events = __webpack_require__(4);
        var Engine = __webpack_require__(22);
        var Common = __webpack_require__(0);

        (function () {
          var _requestAnimationFrame, _cancelAnimationFrame;

          if (typeof window !== 'undefined') {
            _requestAnimationFrame =
              window.requestAnimationFrame ||
              window.webkitRequestAnimationFrame ||
              window.mozRequestAnimationFrame ||
              window.msRequestAnimationFrame;

            _cancelAnimationFrame =
              window.cancelAnimationFrame ||
              window.mozCancelAnimationFrame ||
              window.webkitCancelAnimationFrame ||
              window.msCancelAnimationFrame;
          }

          if (!_requestAnimationFrame) {
            var _frameTimeout;

            _requestAnimationFrame = function (callback) {
              _frameTimeout = setTimeout(function () {
                callback(Common.now());
              }, 1000 / 60);
            };

            _cancelAnimationFrame = function () {
              clearTimeout(_frameTimeout);
            };
          }

          /**
           * Creates a new Runner. The options parameter is an object that specifies any properties you wish to override the defaults.
           * @method create
           * @param {} options
           */
          Runner.create = function (options) {
            var defaults = {
              fps: 60,
              correction: 1,
              deltaSampleSize: 60,
              counterTimestamp: 0,
              frameCounter: 0,
              deltaHistory: [],
              timePrev: null,
              timeScalePrev: 1,
              frameRequestId: null,
              isFixed: false,
              enabled: true,
            };

            var runner = Common.extend(defaults, options);

            runner.delta = runner.delta || 1000 / runner.fps;
            runner.deltaMin = runner.deltaMin || 1000 / runner.fps;
            runner.deltaMax = runner.deltaMax || 1000 / (runner.fps * 0.5);
            runner.fps = 1000 / runner.delta;

            return runner;
          };

          /**
           * Continuously ticks a `Matter.Engine` by calling `Runner.tick` on the `requestAnimationFrame` event.
           * @method run
           * @param {engine} engine
           */
          Runner.run = function (runner, engine) {
            // create runner if engine is first argument
            if (typeof runner.positionIterations !== 'undefined') {
              engine = runner;
              runner = Runner.create();
            }

            (function render(time) {
              runner.frameRequestId = _requestAnimationFrame(render);

              if (time && runner.enabled) {
                Runner.tick(runner, engine, time);
              }
            })();

            return runner;
          };

          /**
           * A game loop utility that updates the engine and renderer by one step (a 'tick').
           * Features delta smoothing, time correction and fixed or dynamic timing.
           * Triggers `beforeTick`, `tick` and `afterTick` events on the engine.
           * Consider just `Engine.update(engine, delta)` if you're using your own loop.
           * @method tick
           * @param {runner} runner
           * @param {engine} engine
           * @param {number} time
           */
          Runner.tick = function (runner, engine, time) {
            var timing = engine.timing,
              correction = 1,
              delta;

            // create an event object
            var event = {
              timestamp: timing.timestamp,
            };

            Events.trigger(runner, 'beforeTick', event);
            Events.trigger(engine, 'beforeTick', event); // @deprecated

            if (runner.isFixed) {
              // fixed timestep
              delta = runner.delta;
            } else {
              // dynamic timestep based on wall clock between calls
              delta = time - runner.timePrev || runner.delta;
              runner.timePrev = time;

              // optimistically filter delta over a few frames, to improve stability
              runner.deltaHistory.push(delta);
              runner.deltaHistory = runner.deltaHistory.slice(-runner.deltaSampleSize);
              delta = Math.min.apply(null, runner.deltaHistory);

              // limit delta
              delta = delta < runner.deltaMin ? runner.deltaMin : delta;
              delta = delta > runner.deltaMax ? runner.deltaMax : delta;

              // correction for delta
              correction = delta / runner.delta;

              // update engine timing object
              runner.delta = delta;
            }

            // time correction for time scaling
            if (runner.timeScalePrev !== 0) correction *= timing.timeScale / runner.timeScalePrev;

            if (timing.timeScale === 0) correction = 0;

            runner.timeScalePrev = timing.timeScale;
            runner.correction = correction;

            // fps counter
            runner.frameCounter += 1;
            if (time - runner.counterTimestamp >= 1000) {
              runner.fps = runner.frameCounter * ((time - runner.counterTimestamp) / 1000);
              runner.counterTimestamp = time;
              runner.frameCounter = 0;
            }

            Events.trigger(runner, 'tick', event);
            Events.trigger(engine, 'tick', event); // @deprecated

            // if world has been modified, clear the render scene graph
            if (
              engine.world.isModified &&
              engine.render &&
              engine.render.controller &&
              engine.render.controller.clear
            ) {
              engine.render.controller.clear(engine.render); // @deprecated
            }

            // update
            Events.trigger(runner, 'beforeUpdate', event);
            Engine.update(engine, delta, correction);
            Events.trigger(runner, 'afterUpdate', event);

            // render
            // @deprecated
            if (engine.render && engine.render.controller) {
              Events.trigger(runner, 'beforeRender', event);
              Events.trigger(engine, 'beforeRender', event); // @deprecated

              engine.render.controller.world(engine.render);

              Events.trigger(runner, 'afterRender', event);
              Events.trigger(engine, 'afterRender', event); // @deprecated
            }

            Events.trigger(runner, 'afterTick', event);
            Events.trigger(engine, 'afterTick', event); // @deprecated
          };

          /**
           * Ends execution of `Runner.run` on the given `runner`, by canceling the animation frame request event loop.
           * If you wish to only temporarily pause the engine, see `engine.enabled` instead.
           * @method stop
           * @param {runner} runner
           */
          Runner.stop = function (runner) {
            _cancelAnimationFrame(runner.frameRequestId);
          };

          /**
           * Alias for `Runner.run`.
           * @method start
           * @param {runner} runner
           * @param {engine} engine
           */
          Runner.start = function (runner, engine) {
            Runner.run(runner, engine);
          };

          /*
           *
           *  Events Documentation
           *
           */

          /**
           * Fired at the start of a tick, before any updates to the engine or timing
           *
           * @event beforeTick
           * @param {} event An event object
           * @param {number} event.timestamp The engine.timing.timestamp of the event
           * @param {} event.source The source object of the event
           * @param {} event.name The name of the event
           */

          /**
           * Fired after engine timing updated, but just before update
           *
           * @event tick
           * @param {} event An event object
           * @param {number} event.timestamp The engine.timing.timestamp of the event
           * @param {} event.source The source object of the event
           * @param {} event.name The name of the event
           */

          /**
           * Fired at the end of a tick, after engine update and after rendering
           *
           * @event afterTick
           * @param {} event An event object
           * @param {number} event.timestamp The engine.timing.timestamp of the event
           * @param {} event.source The source object of the event
           * @param {} event.name The name of the event
           */

          /**
           * Fired before update
           *
           * @event beforeUpdate
           * @param {} event An event object
           * @param {number} event.timestamp The engine.timing.timestamp of the event
           * @param {} event.source The source object of the event
           * @param {} event.name The name of the event
           */

          /**
           * Fired after update
           *
           * @event afterUpdate
           * @param {} event An event object
           * @param {number} event.timestamp The engine.timing.timestamp of the event
           * @param {} event.source The source object of the event
           * @param {} event.name The name of the event
           */

          /**
           * Fired before rendering
           *
           * @event beforeRender
           * @param {} event An event object
           * @param {number} event.timestamp The engine.timing.timestamp of the event
           * @param {} event.source The source object of the event
           * @param {} event.name The name of the event
           * @deprecated
           */

          /**
           * Fired after rendering
           *
           * @event afterRender
           * @param {} event An event object
           * @param {number} event.timestamp The engine.timing.timestamp of the event
           * @param {} event.source The source object of the event
           * @param {} event.name The name of the event
           * @deprecated
           */

          /*
           *
           *  Properties Documentation
           *
           */

          /**
           * A flag that specifies whether the runner is running or not.
           *
           * @property enabled
           * @type boolean
           * @default true
           */

          /**
           * A `Boolean` that specifies if the runner should use a fixed timestep (otherwise it is variable).
           * If timing is fixed, then the apparent simulation speed will change depending on the frame rate (but behaviour will be deterministic).
           * If the timing is variable, then the apparent simulation speed will be constant (approximately, but at the cost of determininism).
           *
           * @property isFixed
           * @type boolean
           * @default false
           */

          /**
           * A `Number` that specifies the time step between updates in milliseconds.
           * If `engine.timing.isFixed` is set to `true`, then `delta` is fixed.
           * If it is `false`, then `delta` can dynamically change to maintain the correct apparent simulation speed.
           *
           * @property delta
           * @type number
           * @default 1000 / 60
           */
        })();

        /***/
      },
      /* 30 */
      /***/ function (module, exports, __webpack_require__) {
        /**
         * The `Matter.Composites` module contains factory methods for creating composite bodies
         * with commonly used configurations (such as stacks and chains).
         *
         * See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples).
         *
         * @class Composites
         */

        var Composites = {};

        module.exports = Composites;

        var Composite = __webpack_require__(5);
        var Constraint = __webpack_require__(8);
        var Common = __webpack_require__(0);
        var Body = __webpack_require__(6);
        var Bodies = __webpack_require__(16);

        (function () {
          /**
           * Create a new composite containing bodies created in the callback in a grid arrangement.
           * This function uses the body's bounds to prevent overlaps.
           * @method stack
           * @param {number} xx
           * @param {number} yy
           * @param {number} columns
           * @param {number} rows
           * @param {number} columnGap
           * @param {number} rowGap
           * @param {function} callback
           * @return {composite} A new composite containing objects created in the callback
           */
          Composites.stack = function (xx, yy, columns, rows, columnGap, rowGap, callback) {
            var stack = Composite.create({ label: 'Stack' }),
              x = xx,
              y = yy,
              lastBody,
              i = 0;

            for (var row = 0; row < rows; row++) {
              var maxHeight = 0;

              for (var column = 0; column < columns; column++) {
                var body = callback(x, y, column, row, lastBody, i);

                if (body) {
                  var bodyHeight = body.bounds.max.y - body.bounds.min.y,
                    bodyWidth = body.bounds.max.x - body.bounds.min.x;

                  if (bodyHeight > maxHeight) maxHeight = bodyHeight;

                  Body.translate(body, { x: bodyWidth * 0.5, y: bodyHeight * 0.5 });

                  x = body.bounds.max.x + columnGap;

                  Composite.addBody(stack, body);

                  lastBody = body;
                  i += 1;
                } else {
                  x += columnGap;
                }
              }

              y += maxHeight + rowGap;
              x = xx;
            }

            return stack;
          };

          /**
           * Chains all bodies in the given composite together using constraints.
           * @method chain
           * @param {composite} composite
           * @param {number} xOffsetA
           * @param {number} yOffsetA
           * @param {number} xOffsetB
           * @param {number} yOffsetB
           * @param {object} options
           * @return {composite} A new composite containing objects chained together with constraints
           */
          Composites.chain = function (composite, xOffsetA, yOffsetA, xOffsetB, yOffsetB, options) {
            var bodies = composite.bodies;

            for (var i = 1; i < bodies.length; i++) {
              var bodyA = bodies[i - 1],
                bodyB = bodies[i],
                bodyAHeight = bodyA.bounds.max.y - bodyA.bounds.min.y,
                bodyAWidth = bodyA.bounds.max.x - bodyA.bounds.min.x,
                bodyBHeight = bodyB.bounds.max.y - bodyB.bounds.min.y,
                bodyBWidth = bodyB.bounds.max.x - bodyB.bounds.min.x;

              var defaults = {
                bodyA: bodyA,
                pointA: { x: bodyAWidth * xOffsetA, y: bodyAHeight * yOffsetA },
                bodyB: bodyB,
                pointB: { x: bodyBWidth * xOffsetB, y: bodyBHeight * yOffsetB },
              };

              var constraint = Common.extend(defaults, options);

              Composite.addConstraint(composite, Constraint.create(constraint));
            }

            composite.label += ' Chain';

            return composite;
          };

          /**
           * Connects bodies in the composite with constraints in a grid pattern, with optional cross braces.
           * @method mesh
           * @param {composite} composite
           * @param {number} columns
           * @param {number} rows
           * @param {boolean} crossBrace
           * @param {object} options
           * @return {composite} The composite containing objects meshed together with constraints
           */
          Composites.mesh = function (composite, columns, rows, crossBrace, options) {
            var bodies = composite.bodies,
              row,
              col,
              bodyA,
              bodyB,
              bodyC;

            for (row = 0; row < rows; row++) {
              for (col = 1; col < columns; col++) {
                bodyA = bodies[col - 1 + row * columns];
                bodyB = bodies[col + row * columns];
                Composite.addConstraint(
                  composite,
                  Constraint.create(Common.extend({ bodyA: bodyA, bodyB: bodyB }, options)),
                );
              }

              if (row > 0) {
                for (col = 0; col < columns; col++) {
                  bodyA = bodies[col + (row - 1) * columns];
                  bodyB = bodies[col + row * columns];
                  Composite.addConstraint(
                    composite,
                    Constraint.create(Common.extend({ bodyA: bodyA, bodyB: bodyB }, options)),
                  );

                  if (crossBrace && col > 0) {
                    bodyC = bodies[col - 1 + (row - 1) * columns];
                    Composite.addConstraint(
                      composite,
                      Constraint.create(Common.extend({ bodyA: bodyC, bodyB: bodyB }, options)),
                    );
                  }

                  if (crossBrace && col < columns - 1) {
                    bodyC = bodies[col + 1 + (row - 1) * columns];
                    Composite.addConstraint(
                      composite,
                      Constraint.create(Common.extend({ bodyA: bodyC, bodyB: bodyB }, options)),
                    );
                  }
                }
              }
            }

            composite.label += ' Mesh';

            return composite;
          };

          /**
           * Create a new composite containing bodies created in the callback in a pyramid arrangement.
           * This function uses the body's bounds to prevent overlaps.
           * @method pyramid
           * @param {number} xx
           * @param {number} yy
           * @param {number} columns
           * @param {number} rows
           * @param {number} columnGap
           * @param {number} rowGap
           * @param {function} callback
           * @return {composite} A new composite containing objects created in the callback
           */
          Composites.pyramid = function (xx, yy, columns, rows, columnGap, rowGap, callback) {
            return Composites.stack(
              xx,
              yy,
              columns,
              rows,
              columnGap,
              rowGap,
              function (x, y, column, row, lastBody, i) {
                var actualRows = Math.min(rows, Math.ceil(columns / 2)),
                  lastBodyWidth = lastBody ? lastBody.bounds.max.x - lastBody.bounds.min.x : 0;

                if (row > actualRows) return;

                // reverse row order
                row = actualRows - row;

                var start = row,
                  end = columns - 1 - row;

                if (column < start || column > end) return;

                // retroactively fix the first body's position, since width was unknown
                if (i === 1) {
                  Body.translate(lastBody, { x: (column + (columns % 2 === 1 ? 1 : -1)) * lastBodyWidth, y: 0 });
                }

                var xOffset = lastBody ? column * lastBodyWidth : 0;

                return callback(xx + xOffset + column * columnGap, y, column, row, lastBody, i);
              },
            );
          };

          /**
           * Creates a composite with a Newton's Cradle setup of bodies and constraints.
           * @method newtonsCradle
           * @param {number} xx
           * @param {number} yy
           * @param {number} number
           * @param {number} size
           * @param {number} length
           * @return {composite} A new composite newtonsCradle body
           */
          Composites.newtonsCradle = function (xx, yy, number, size, length) {
            var newtonsCradle = Composite.create({ label: 'Newtons Cradle' });

            for (var i = 0; i < number; i++) {
              var separation = 1.9,
                circle = Bodies.circle(xx + i * (size * separation), yy + length, size, {
                  inertia: Infinity,
                  restitution: 1,
                  friction: 0,
                  frictionAir: 0.0001,
                  slop: 1,
                }),
                constraint = Constraint.create({ pointA: { x: xx + i * (size * separation), y: yy }, bodyB: circle });

              Composite.addBody(newtonsCradle, circle);
              Composite.addConstraint(newtonsCradle, constraint);
            }

            return newtonsCradle;
          };

          /**
           * Creates a composite with simple car setup of bodies and constraints.
           * @method car
           * @param {number} xx
           * @param {number} yy
           * @param {number} width
           * @param {number} height
           * @param {number} wheelSize
           * @return {composite} A new composite car body
           */
          Composites.car = function (xx, yy, width, height, wheelSize) {
            var group = Body.nextGroup(true),
              wheelBase = 20,
              wheelAOffset = -width * 0.5 + wheelBase,
              wheelBOffset = width * 0.5 - wheelBase,
              wheelYOffset = 0;

            var car = Composite.create({ label: 'Car' }),
              body = Bodies.rectangle(xx, yy, width, height, {
                collisionFilter: {
                  group: group,
                },
                chamfer: {
                  radius: height * 0.5,
                },
                density: 0.0002,
              });

            var wheelA = Bodies.circle(xx + wheelAOffset, yy + wheelYOffset, wheelSize, {
              collisionFilter: {
                group: group,
              },
              friction: 0.8,
            });

            var wheelB = Bodies.circle(xx + wheelBOffset, yy + wheelYOffset, wheelSize, {
              collisionFilter: {
                group: group,
              },
              friction: 0.8,
            });

            var axelA = Constraint.create({
              bodyB: body,
              pointB: { x: wheelAOffset, y: wheelYOffset },
              bodyA: wheelA,
              stiffness: 1,
              length: 0,
            });

            var axelB = Constraint.create({
              bodyB: body,
              pointB: { x: wheelBOffset, y: wheelYOffset },
              bodyA: wheelB,
              stiffness: 1,
              length: 0,
            });

            Composite.addBody(car, body);
            Composite.addBody(car, wheelA);
            Composite.addBody(car, wheelB);
            Composite.addConstraint(car, axelA);
            Composite.addConstraint(car, axelB);

            return car;
          };

          /**
           * Creates a simple soft body like object.
           * @method softBody
           * @param {number} xx
           * @param {number} yy
           * @param {number} columns
           * @param {number} rows
           * @param {number} columnGap
           * @param {number} rowGap
           * @param {boolean} crossBrace
           * @param {number} particleRadius
           * @param {} particleOptions
           * @param {} constraintOptions
           * @return {composite} A new composite softBody
           */
          Composites.softBody = function (
            xx,
            yy,
            columns,
            rows,
            columnGap,
            rowGap,
            crossBrace,
            particleRadius,
            particleOptions,
            constraintOptions,
          ) {
            particleOptions = Common.extend({ inertia: Infinity }, particleOptions);
            constraintOptions = Common.extend(
              { stiffness: 0.2, render: { type: 'line', anchors: false } },
              constraintOptions,
            );

            var softBody = Composites.stack(xx, yy, columns, rows, columnGap, rowGap, function (x, y) {
              return Bodies.circle(x, y, particleRadius, particleOptions);
            });

            Composites.mesh(softBody, columns, rows, crossBrace, constraintOptions);

            softBody.label = 'Soft Body';

            return softBody;
          };
        })();

        /***/
      },
      /* 31 */
      /***/ function (module, exports, __webpack_require__) {
        /**
         * The `Matter.Svg` module contains methods for converting SVG images into an array of vector points.
         *
         * To use this module you also need the SVGPathSeg polyfill: https://github.com/progers/pathseg
         *
         * See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples).
         *
         * @class Svg
         */

        var Svg = {};

        module.exports = Svg;

        var Bounds = __webpack_require__(1);
        var Common = __webpack_require__(0);

        (function () {
          /**
           * Converts an SVG path into an array of vector points.
           * If the input path forms a concave shape, you must decompose the result into convex parts before use.
           * See `Bodies.fromVertices` which provides support for this.
           * Note that this function is not guaranteed to support complex paths (such as those with holes).
           * You must load the `pathseg.js` polyfill on newer browsers.
           * @method pathToVertices
           * @param {SVGPathElement} path
           * @param {Number} [sampleLength=15]
           * @return {Vector[]} points
           */
          Svg.pathToVertices = function (path, sampleLength) {
            if (typeof window !== 'undefined' && !('SVGPathSeg' in window)) {
              Common.warn('Svg.pathToVertices: SVGPathSeg not defined, a polyfill is required.');
            }

            // https://github.com/wout/svg.topoly.js/blob/master/svg.topoly.js
            var i,
              il,
              total,
              point,
              segment,
              segments,
              segmentsQueue,
              lastSegment,
              lastPoint,
              segmentIndex,
              points = [],
              lx,
              ly,
              length = 0,
              x = 0,
              y = 0;

            sampleLength = sampleLength || 15;

            var addPoint = function (px, py, pathSegType) {
              // all odd-numbered path types are relative except PATHSEG_CLOSEPATH (1)
              var isRelative = pathSegType % 2 === 1 && pathSegType > 1;

              // when the last point doesn't equal the current point add the current point
              if (!lastPoint || px != lastPoint.x || py != lastPoint.y) {
                if (lastPoint && isRelative) {
                  lx = lastPoint.x;
                  ly = lastPoint.y;
                } else {
                  lx = 0;
                  ly = 0;
                }

                var point = {
                  x: lx + px,
                  y: ly + py,
                };

                // set last point
                if (isRelative || !lastPoint) {
                  lastPoint = point;
                }

                points.push(point);

                x = lx + px;
                y = ly + py;
              }
            };

            var addSegmentPoint = function (segment) {
              var segType = segment.pathSegTypeAsLetter.toUpperCase();

              // skip path ends
              if (segType === 'Z') return;

              // map segment to x and y
              switch (segType) {
                case 'M':
                case 'L':
                case 'T':
                case 'C':
                case 'S':
                case 'Q':
                  x = segment.x;
                  y = segment.y;
                  break;
                case 'H':
                  x = segment.x;
                  break;
                case 'V':
                  y = segment.y;
                  break;
              }

              addPoint(x, y, segment.pathSegType);
            };

            // ensure path is absolute
            Svg._svgPathToAbsolute(path);

            // get total length
            total = path.getTotalLength();

            // queue segments
            segments = [];
            for (i = 0; i < path.pathSegList.numberOfItems; i += 1) segments.push(path.pathSegList.getItem(i));

            segmentsQueue = segments.concat();

            // sample through path
            while (length < total) {
              // get segment at position
              segmentIndex = path.getPathSegAtLength(length);
              segment = segments[segmentIndex];

              // new segment
              if (segment != lastSegment) {
                while (segmentsQueue.length && segmentsQueue[0] != segment) addSegmentPoint(segmentsQueue.shift());

                lastSegment = segment;
              }

              // add points in between when curving
              // TODO: adaptive sampling
              switch (segment.pathSegTypeAsLetter.toUpperCase()) {
                case 'C':
                case 'T':
                case 'S':
                case 'Q':
                case 'A':
                  point = path.getPointAtLength(length);
                  addPoint(point.x, point.y, 0);
                  break;
              }

              // increment by sample value
              length += sampleLength;
            }

            // add remaining segments not passed by sampling
            for (i = 0, il = segmentsQueue.length; i < il; ++i) addSegmentPoint(segmentsQueue[i]);

            return points;
          };

          Svg._svgPathToAbsolute = function (path) {
            // http://phrogz.net/convert-svg-path-to-all-absolute-commands
            // Copyright (c) Gavin Kistner
            // http://phrogz.net/js/_ReuseLicense.txt
            // Modifications: tidy formatting and naming
            var x0,
              y0,
              x1,
              y1,
              x2,
              y2,
              segs = path.pathSegList,
              x = 0,
              y = 0,
              len = segs.numberOfItems;

            for (var i = 0; i < len; ++i) {
              var seg = segs.getItem(i),
                segType = seg.pathSegTypeAsLetter;

              if (/[MLHVCSQTA]/.test(segType)) {
                if ('x' in seg) x = seg.x;
                if ('y' in seg) y = seg.y;
              } else {
                if ('x1' in seg) x1 = x + seg.x1;
                if ('x2' in seg) x2 = x + seg.x2;
                if ('y1' in seg) y1 = y + seg.y1;
                if ('y2' in seg) y2 = y + seg.y2;
                if ('x' in seg) x += seg.x;
                if ('y' in seg) y += seg.y;

                switch (segType) {
                  case 'm':
                    segs.replaceItem(path.createSVGPathSegMovetoAbs(x, y), i);
                    break;
                  case 'l':
                    segs.replaceItem(path.createSVGPathSegLinetoAbs(x, y), i);
                    break;
                  case 'h':
                    segs.replaceItem(path.createSVGPathSegLinetoHorizontalAbs(x), i);
                    break;
                  case 'v':
                    segs.replaceItem(path.createSVGPathSegLinetoVerticalAbs(y), i);
                    break;
                  case 'c':
                    segs.replaceItem(path.createSVGPathSegCurvetoCubicAbs(x, y, x1, y1, x2, y2), i);
                    break;
                  case 's':
                    segs.replaceItem(path.createSVGPathSegCurvetoCubicSmoothAbs(x, y, x2, y2), i);
                    break;
                  case 'q':
                    segs.replaceItem(path.createSVGPathSegCurvetoQuadraticAbs(x, y, x1, y1), i);
                    break;
                  case 't':
                    segs.replaceItem(path.createSVGPathSegCurvetoQuadraticSmoothAbs(x, y), i);
                    break;
                  case 'a':
                    segs.replaceItem(
                      path.createSVGPathSegArcAbs(x, y, seg.r1, seg.r2, seg.angle, seg.largeArcFlag, seg.sweepFlag),
                      i,
                    );
                    break;
                  case 'z':
                  case 'Z':
                    x = x0;
                    y = y0;
                    break;
                }
              }

              if (segType == 'M' || segType == 'm') {
                x0 = x;
                y0 = y;
              }
            }
          };
        })();

        /***/
      },
      /* 32 */
      /***/ function (module, exports, __webpack_require__) {
        /**
         * The `Matter.RenderPixi` module is an example renderer using pixi.js.
         * See also `Matter.Render` for a canvas based renderer.
         *
         * @class RenderPixi
         * @deprecated the Matter.RenderPixi module will soon be removed from the Matter.js core.
         * It will likely be moved to its own repository (but maintenance will be limited).
         */

        var RenderPixi = {};

        module.exports = RenderPixi;

        var Bounds = __webpack_require__(1);
        var Composite = __webpack_require__(5);
        var Common = __webpack_require__(0);
        var Events = __webpack_require__(4);
        var Vector = __webpack_require__(2);

        (function () {
          var _requestAnimationFrame, _cancelAnimationFrame;

          if (typeof window !== 'undefined') {
            _requestAnimationFrame =
              window.requestAnimationFrame ||
              window.webkitRequestAnimationFrame ||
              window.mozRequestAnimationFrame ||
              window.msRequestAnimationFrame ||
              function (callback) {
                window.setTimeout(function () {
                  callback(Common.now());
                }, 1000 / 60);
              };

            _cancelAnimationFrame =
              window.cancelAnimationFrame ||
              window.mozCancelAnimationFrame ||
              window.webkitCancelAnimationFrame ||
              window.msCancelAnimationFrame;
          }

          /**
           * Creates a new Pixi.js WebGL renderer
           * @method create
           * @param {object} options
           * @return {RenderPixi} A new renderer
           * @deprecated
           */
          RenderPixi.create = function (options) {
            Common.warn('RenderPixi.create: Matter.RenderPixi is deprecated (see docs)');

            var defaults = {
              controller: RenderPixi,
              engine: null,
              element: null,
              frameRequestId: null,
              canvas: null,
              renderer: null,
              container: null,
              spriteContainer: null,
              pixiOptions: null,
              options: {
                width: 800,
                height: 600,
                background: '#fafafa',
                wireframeBackground: '#222',
                hasBounds: false,
                enabled: true,
                wireframes: true,
                showSleeping: true,
                showDebug: false,
                showBroadphase: false,
                showBounds: false,
                showVelocity: false,
                showCollisions: false,
                showAxes: false,
                showPositions: false,
                showAngleIndicator: false,
                showIds: false,
                showShadows: false,
              },
            };

            var render = Common.extend(defaults, options),
              transparent = !render.options.wireframes && render.options.background === 'transparent';

            // init pixi
            render.pixiOptions = render.pixiOptions || {
              view: render.canvas,
              transparent: transparent,
              antialias: true,
              backgroundColor: options.background,
            };

            render.mouse = options.mouse;
            render.engine = options.engine;
            render.renderer =
              render.renderer ||
              new PIXI.WebGLRenderer(render.options.width, render.options.height, render.pixiOptions);
            render.container = render.container || new PIXI.Container();
            render.spriteContainer = render.spriteContainer || new PIXI.Container();
            render.canvas = render.canvas || render.renderer.view;
            render.bounds = render.bounds || {
              min: {
                x: 0,
                y: 0,
              },
              max: {
                x: render.options.width,
                y: render.options.height,
              },
            };

            // event listeners
            Events.on(render.engine, 'beforeUpdate', function () {
              RenderPixi.clear(render);
            });

            // caches
            render.textures = {};
            render.sprites = {};
            render.primitives = {};

            // use a sprite batch for performance
            render.container.addChild(render.spriteContainer);

            // insert canvas
            if (Common.isElement(render.element)) {
              render.element.appendChild(render.canvas);
            } else {
              Common.warn('No "render.element" passed, "render.canvas" was not inserted into document.');
            }

            // prevent menus on canvas
            render.canvas.oncontextmenu = function () {
              return false;
            };
            render.canvas.onselectstart = function () {
              return false;
            };

            return render;
          };

          /**
           * Continuously updates the render canvas on the `requestAnimationFrame` event.
           * @method run
           * @param {render} render
           * @deprecated
           */
          RenderPixi.run = function (render) {
            (function loop(time) {
              render.frameRequestId = _requestAnimationFrame(loop);
              RenderPixi.world(render);
            })();
          };

          /**
           * Ends execution of `Render.run` on the given `render`, by canceling the animation frame request event loop.
           * @method stop
           * @param {render} render
           * @deprecated
           */
          RenderPixi.stop = function (render) {
            _cancelAnimationFrame(render.frameRequestId);
          };

          /**
           * Clears the scene graph
           * @method clear
           * @param {RenderPixi} render
           * @deprecated
           */
          RenderPixi.clear = function (render) {
            var container = render.container,
              spriteContainer = render.spriteContainer;

            // clear stage container
            while (container.children[0]) {
              container.removeChild(container.children[0]);
            }

            // clear sprite batch
            while (spriteContainer.children[0]) {
              spriteContainer.removeChild(spriteContainer.children[0]);
            }

            var bgSprite = render.sprites['bg-0'];

            // clear caches
            render.textures = {};
            render.sprites = {};
            render.primitives = {};

            // set background sprite
            render.sprites['bg-0'] = bgSprite;
            if (bgSprite) container.addChildAt(bgSprite, 0);

            // add sprite batch back into container
            render.container.addChild(render.spriteContainer);

            // reset background state
            render.currentBackground = null;

            // reset bounds transforms
            container.scale.set(1, 1);
            container.position.set(0, 0);
          };

          /**
           * Sets the background of the canvas
           * @method setBackground
           * @param {RenderPixi} render
           * @param {string} background
           * @deprecated
           */
          RenderPixi.setBackground = function (render, background) {
            if (render.currentBackground !== background) {
              var isColor = background.indexOf && background.indexOf('#') !== -1,
                bgSprite = render.sprites['bg-0'];

              if (isColor) {
                // if solid background color
                var color = Common.colorToNumber(background);
                render.renderer.backgroundColor = color;

                // remove background sprite if existing
                if (bgSprite) render.container.removeChild(bgSprite);
              } else {
                // initialise background sprite if needed
                if (!bgSprite) {
                  var texture = _getTexture(render, background);

                  bgSprite = render.sprites['bg-0'] = new PIXI.Sprite(texture);
                  bgSprite.position.x = 0;
                  bgSprite.position.y = 0;
                  render.container.addChildAt(bgSprite, 0);
                }
              }

              render.currentBackground = background;
            }
          };

          /**
           * Description
           * @method world
           * @param {engine} engine
           * @deprecated
           */
          RenderPixi.world = function (render) {
            var engine = render.engine,
              world = engine.world,
              renderer = render.renderer,
              container = render.container,
              options = render.options,
              bodies = Composite.allBodies(world),
              allConstraints = Composite.allConstraints(world),
              constraints = [],
              i;

            if (options.wireframes) {
              RenderPixi.setBackground(render, options.wireframeBackground);
            } else {
              RenderPixi.setBackground(render, options.background);
            }

            // handle bounds
            var boundsWidth = render.bounds.max.x - render.bounds.min.x,
              boundsHeight = render.bounds.max.y - render.bounds.min.y,
              boundsScaleX = boundsWidth / render.options.width,
              boundsScaleY = boundsHeight / render.options.height;

            if (options.hasBounds) {
              // Hide bodies that are not in view
              for (i = 0; i < bodies.length; i++) {
                var body = bodies[i];
                body.render.sprite.visible = Bounds.overlaps(body.bounds, render.bounds);
              }

              // filter out constraints that are not in view
              for (i = 0; i < allConstraints.length; i++) {
                var constraint = allConstraints[i],
                  bodyA = constraint.bodyA,
                  bodyB = constraint.bodyB,
                  pointAWorld = constraint.pointA,
                  pointBWorld = constraint.pointB;

                if (bodyA) pointAWorld = Vector.add(bodyA.position, constraint.pointA);
                if (bodyB) pointBWorld = Vector.add(bodyB.position, constraint.pointB);

                if (!pointAWorld || !pointBWorld) continue;

                if (Bounds.contains(render.bounds, pointAWorld) || Bounds.contains(render.bounds, pointBWorld))
                  constraints.push(constraint);
              }

              // transform the view
              container.scale.set(1 / boundsScaleX, 1 / boundsScaleY);
              container.position.set(
                -render.bounds.min.x * (1 / boundsScaleX),
                -render.bounds.min.y * (1 / boundsScaleY),
              );
            } else {
              constraints = allConstraints;
            }

            for (i = 0; i < bodies.length; i++) RenderPixi.body(render, bodies[i]);

            for (i = 0; i < constraints.length; i++) RenderPixi.constraint(render, constraints[i]);

            renderer.render(container);
          };

          /**
           * Description
           * @method constraint
           * @param {engine} engine
           * @param {constraint} constraint
           * @deprecated
           */
          RenderPixi.constraint = function (render, constraint) {
            var engine = render.engine,
              bodyA = constraint.bodyA,
              bodyB = constraint.bodyB,
              pointA = constraint.pointA,
              pointB = constraint.pointB,
              container = render.container,
              constraintRender = constraint.render,
              primitiveId = 'c-' + constraint.id,
              primitive = render.primitives[primitiveId];

            // initialise constraint primitive if not existing
            if (!primitive) primitive = render.primitives[primitiveId] = new PIXI.Graphics();

            // don't render if constraint does not have two end points
            if (!constraintRender.visible || !constraint.pointA || !constraint.pointB) {
              primitive.clear();
              return;
            }

            // add to scene graph if not already there
            if (Common.indexOf(container.children, primitive) === -1) container.addChild(primitive);

            // render the constraint on every update, since they can change dynamically
            primitive.clear();
            primitive.beginFill(0, 0);
            primitive.lineStyle(constraintRender.lineWidth, Common.colorToNumber(constraintRender.strokeStyle), 1);

            if (bodyA) {
              primitive.moveTo(bodyA.position.x + pointA.x, bodyA.position.y + pointA.y);
            } else {
              primitive.moveTo(pointA.x, pointA.y);
            }

            if (bodyB) {
              primitive.lineTo(bodyB.position.x + pointB.x, bodyB.position.y + pointB.y);
            } else {
              primitive.lineTo(pointB.x, pointB.y);
            }

            primitive.endFill();
          };

          /**
           * Description
           * @method body
           * @param {engine} engine
           * @param {body} body
           * @deprecated
           */
          RenderPixi.body = function (render, body) {
            var engine = render.engine,
              bodyRender = body.render;

            if (!bodyRender.visible) return;

            if (bodyRender.sprite && bodyRender.sprite.texture) {
              var spriteId = 'b-' + body.id,
                sprite = render.sprites[spriteId],
                spriteContainer = render.spriteContainer;

              // initialise body sprite if not existing
              if (!sprite) sprite = render.sprites[spriteId] = _createBodySprite(render, body);

              // add to scene graph if not already there
              if (Common.indexOf(spriteContainer.children, sprite) === -1) spriteContainer.addChild(sprite);

              // update body sprite
              sprite.position.x = body.position.x;
              sprite.position.y = body.position.y;
              sprite.rotation = body.angle;
              sprite.scale.x = bodyRender.sprite.xScale || 1;
              sprite.scale.y = bodyRender.sprite.yScale || 1;
            } else {
              var primitiveId = 'b-' + body.id,
                primitive = render.primitives[primitiveId],
                container = render.container;

              // initialise body primitive if not existing
              if (!primitive) {
                primitive = render.primitives[primitiveId] = _createBodyPrimitive(render, body);
                primitive.initialAngle = body.angle;
              }

              // add to scene graph if not already there
              if (Common.indexOf(container.children, primitive) === -1) container.addChild(primitive);

              // update body primitive
              primitive.position.x = body.position.x;
              primitive.position.y = body.position.y;
              primitive.rotation = body.angle - primitive.initialAngle;
            }
          };

          /**
           * Creates a body sprite
           * @method _createBodySprite
           * @private
           * @param {RenderPixi} render
           * @param {body} body
           * @return {PIXI.Sprite} sprite
           * @deprecated
           */
          var _createBodySprite = function (render, body) {
            var bodyRender = body.render,
              texturePath = bodyRender.sprite.texture,
              texture = _getTexture(render, texturePath),
              sprite = new PIXI.Sprite(texture);

            sprite.anchor.x = body.render.sprite.xOffset;
            sprite.anchor.y = body.render.sprite.yOffset;

            return sprite;
          };

          /**
           * Creates a body primitive
           * @method _createBodyPrimitive
           * @private
           * @param {RenderPixi} render
           * @param {body} body
           * @return {PIXI.Graphics} graphics
           * @deprecated
           */
          var _createBodyPrimitive = function (render, body) {
            var bodyRender = body.render,
              options = render.options,
              primitive = new PIXI.Graphics(),
              fillStyle = Common.colorToNumber(bodyRender.fillStyle),
              strokeStyle = Common.colorToNumber(bodyRender.strokeStyle),
              strokeStyleIndicator = Common.colorToNumber(bodyRender.strokeStyle),
              strokeStyleWireframe = Common.colorToNumber('#bbb'),
              strokeStyleWireframeIndicator = Common.colorToNumber('#CD5C5C'),
              part;

            primitive.clear();

            // handle compound parts
            for (var k = body.parts.length > 1 ? 1 : 0; k < body.parts.length; k++) {
              part = body.parts[k];

              if (!options.wireframes) {
                primitive.beginFill(fillStyle, 1);
                primitive.lineStyle(bodyRender.lineWidth, strokeStyle, 1);
              } else {
                primitive.beginFill(0, 0);
                primitive.lineStyle(1, strokeStyleWireframe, 1);
              }

              primitive.moveTo(part.vertices[0].x - body.position.x, part.vertices[0].y - body.position.y);

              for (var j = 1; j < part.vertices.length; j++) {
                primitive.lineTo(part.vertices[j].x - body.position.x, part.vertices[j].y - body.position.y);
              }

              primitive.lineTo(part.vertices[0].x - body.position.x, part.vertices[0].y - body.position.y);

              primitive.endFill();

              // angle indicator
              if (options.showAngleIndicator || options.showAxes) {
                primitive.beginFill(0, 0);

                if (options.wireframes) {
                  primitive.lineStyle(1, strokeStyleWireframeIndicator, 1);
                } else {
                  primitive.lineStyle(1, strokeStyleIndicator);
                }

                primitive.moveTo(part.position.x - body.position.x, part.position.y - body.position.y);
                primitive.lineTo(
                  (part.vertices[0].x + part.vertices[part.vertices.length - 1].x) / 2 - body.position.x,
                  (part.vertices[0].y + part.vertices[part.vertices.length - 1].y) / 2 - body.position.y,
                );

                primitive.endFill();
              }
            }

            return primitive;
          };

          /**
           * Gets the requested texture (a PIXI.Texture) via its path
           * @method _getTexture
           * @private
           * @param {RenderPixi} render
           * @param {string} imagePath
           * @return {PIXI.Texture} texture
           * @deprecated
           */
          var _getTexture = function (render, imagePath) {
            var texture = render.textures[imagePath];

            if (!texture) texture = render.textures[imagePath] = PIXI.Texture.fromImage(imagePath);

            return texture;
          };
        })();

        /***/
      },
      /******/
    ],
  );
};

/**
 * @type {import('matter-js')}
 */
const Matter = main();
export default Matter;
